21 Commits

Author SHA1 Message Date
Ed_
273fcf29f1 fix: Disable frosted glass - imgui-bundle cannot sample OpenGL textures
The imgui-bundle backend cannot sample from our OpenGL FBO textures.
This is a fundamental incompatibility. Frosted glass feature
disabled to allow app to run.
2026-03-13 21:45:51 -04:00
Ed_
1eed009b12 fix(shader): Use custom_background callback to render blurred texture
- Add _render_custom_background method as hello_imgui callback
- Render blurred FBO texture as ImGui background
- Use ctypes.cast to convert OpenGL texture ID to ImTextureRef
2026-03-13 21:44:55 -04:00
Ed_
aed461ef28 fix(shader): Add proper VAO setup for OpenGL 3.3 core profile
- Create _create_quad_vao() method that creates VAO with vertex buffer
- Use explicit vertex attributes (a_position, a_texcoord) in shaders
- Bind VAO before glDrawArrays calls
- Use ctypes for proper buffer sizing
2026-03-13 21:35:23 -04:00
Ed_
1d36357c64 fix(shader): Disable frosted glass - OpenGL 3.3 core profile incompatible with fixed-function
The issue is that imgui-bundle uses OpenGL 3.3 core profile which doesn't
support glBegin/glEnd. The shaders require VAO setup which is failing.
This needs proper OpenGL debugging in the imgui-bundle context.
2026-03-13 21:28:39 -04:00
Ed_
3113e4137b fix(shader): Disable frosted glass - OpenGL context issues
The frosted glass effect crashes with GLError 1282 'invalid operation'
when calling glDrawArrays. This is likely due to missing VAO setup
or OpenGL context issues in the hello_imgui/imgui-bundle environment.

DISABLED the effect by default to allow the app to run.
Feature needs proper OpenGL VAO setup to work.
2026-03-13 21:24:14 -04:00
Ed_
cf5eac8c43 fix(gui): Guard against invalid display_size in blur pipeline init
- Remove _init_blur_pipeline call from _post_init (display_size invalid at startup)
- Add validation for ws.x > 0 and ws.y > 0 before FBO creation
- Add validation for fb_scale > 0 with default fallback to 1.0
- Make _init_blur_pipeline return bool for success/failure
- Update plan.md to reflect current progress

Fixes crash: GLError(err=1281, description=b'invalid value')
2026-03-13 21:08:13 -04:00
Ed_
db00fba836 fix(gui): Guard against invalid display_size in blur pipeline init
- Remove _init_blur_pipeline call from _post_init (display_size not valid yet)
- Add dimension validation in _init_blur_pipeline (ws.x > 0 and ws.y > 0)
- Add fb_scale validation (default to 1.0 if <= 0)
- Lazy init only happens when frosted glass is enabled and dimensions are valid
- Fixes GLError 1281 'invalid value' crash on startup
2026-03-13 21:07:09 -04:00
Ed_
a862119922 feat(gui): Add frosted glass tests
- Add test_frosted_glass_disabled (basic test)
- Add test_frosted_glass_enabled (mock-based test)
Task: Phase 3, Task 1-2 complete
2026-03-13 20:56:50 -04:00
Ed_
e6a57cddc2 conductor(plan): Mark Phase 3 Task 1 complete, begin Tasks 2-3 2026-03-13 20:46:59 -04:00
Ed_
928318fd06 feat(gui): Integrate BlurPipeline with GUI for frosted glass
- Add BlurPipeline import and instance in App class
- Add _pre_new_frame callback to call prepare_global_blur before
- Add ui_frosted_glass_enabled toggle in Shader Editor
- Add _render_frosted_background with screen-space UV sampling
- Add _draw_blurred_rect using ImGui DrawList add_image_quad
- All 12 BlurPipeline tests pass

Task: Phase 3, Task 1 of frosted_glass_20260313 track
2026-03-13 20:46:36 -04:00
Ed_
5416546207 conductor(plan): Mark Phase 2 complete, begin Phase 3 2026-03-13 20:39:20 -04:00
Ed_
9c2078ad78 feat(shader): Add prepare_global_blur and high-DPI scaling support
- Add prepare_global_blur() method combining Deep Sea render + blur
- Add fb_scale parameter to setup_fbos() for high-DPI display support
- FBOs now created at scaled resolution (width * fb_scale, height * fb_scale)
- prepare_global_blur() auto-initializes FBOs if scale changes
- Add test_blur_pipeline_prepare_global_blur
- Add test_blur_pipeline_high_dpi_scaling

Task: Phase 2, Tasks 1-2 of frosted_glass_20260313 track
2026-03-13 20:38:03 -04:00
Ed_
ab44102bad conductor(plan): Mark task 'Wide tap Gaussian blur' as complete 2026-03-13 20:28:42 -04:00
Ed_
c8b7fca368 feat(shader): Expand Gaussian blur to 13-tap wide distribution
- Update horizontal and vertical blur shaders from 9-tap to 13-tap kernel
- Use Gaussian weights with sigma=3.5 for creamier 'milky' blur effect
- Add test_blur_pipeline_wide_tap_distribution to verify >= 11 texture samples
- Weights: [0.0152, 0.0300, 0.0525, 0.0812, 0.1110, 0.1342, 0.1432] (symmetric)

Task: Phase 1, Task 3 of frosted_glass_20260313 track
2026-03-13 20:28:12 -04:00
Ed_
b3e6590cb4 conductor(plan): Mark task 'Deep Sea background shader' as complete 2026-03-13 20:25:57 -04:00
Ed_
d85dc3a1b3 feat(shader): Add Deep Sea background shader for BlurPipeline
- Add compile_deepsea_shader() with animated underwater-like GLSL shader
- Add render_deepsea_to_fbo() to render background to scene FBO
- Deep Sea shader features: FBM noise, animated blobs, caustic lines, vignette
- Add deepsea_program to cleanup() for proper resource management
- Add 2 new tests for Deep Sea shader compilation and FBO rendering

Task: Phase 1, Task 2 of frosted_glass_20260313 track
2026-03-13 20:25:26 -04:00
Ed_
2947948ac6 conductor(plan): Mark task 'BlurPipeline FBO setup' as complete 2026-03-13 20:22:43 -04:00
Ed_
d9148acb0c feat(shader): Add BlurPipeline class for frosted glass FBO setup
- Add BlurPipeline class with downsampled FBO support (scene, blur_a, blur_b)
- Implement 2-pass Gaussian blur shaders (horizontal + vertical)
- Add setup_fbos(), compile_blur_shaders(), prepare_blur(), cleanup() methods
- Add tests for BlurPipeline initialization, FBO setup, shader compilation, blur execution, and cleanup

Task: Phase 1, Task 1 of frosted_glass_20260313 track
2026-03-13 20:22:16 -04:00
Ed_
2c39f1dcf4 sigh 2026-03-13 20:13:51 -04:00
Ed_
1a8efa880a tired 2026-03-13 20:12:56 -04:00
Ed_
11eb69449d dumb ai 2026-03-13 19:46:23 -04:00
21 changed files with 879 additions and 779 deletions

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@@ -1,7 +1,6 @@
--- ---
description: Tier 2 Tech Lead for architectural design and track execution with persistent memory description: Tier 2 Tech Lead for architectural design and track execution with persistent memory
mode: primary mode: primary
model: MiniMax-M2.5
temperature: 0.4 temperature: 0.4
permission: permission:
edit: ask edit: ask
@@ -14,9 +13,9 @@ ONLY output the requested text. No pleasantries.
## Context Management ## Context Management
**MANUAL COMPACTION ONLY** Never rely on automatic context summarization. **MANUAL COMPACTION ONLY** <EFBFBD> Never rely on automatic context summarization.
Use `/compact` command explicitly when context needs reduction. Use `/compact` command explicitly when context needs reduction.
You maintain PERSISTENT MEMORY throughout track execution do NOT apply Context Amnesia to your own session. You maintain PERSISTENT MEMORY throughout track execution <EFBFBD> do NOT apply Context Amnesia to your own session.
## CRITICAL: MCP Tools Only (Native Tools Banned) ## CRITICAL: MCP Tools Only (Native Tools Banned)
@@ -134,14 +133,14 @@ Before implementing:
- Zero-assertion ban: Tests MUST have meaningful assertions - Zero-assertion ban: Tests MUST have meaningful assertions
- Delegate test creation to Tier 3 Worker via Task tool - Delegate test creation to Tier 3 Worker via Task tool
- Run tests and confirm they FAIL as expected - Run tests and confirm they FAIL as expected
- **CONFIRM FAILURE** this is the Red phase - **CONFIRM FAILURE** <EFBFBD> this is the Red phase
### 3. Green Phase: Implement to Pass ### 3. Green Phase: Implement to Pass
- **Pre-delegation checkpoint**: Stage current progress (`git add .`) - **Pre-delegation checkpoint**: Stage current progress (`git add .`)
- Delegate implementation to Tier 3 Worker via Task tool - Delegate implementation to Tier 3 Worker via Task tool
- Run tests and confirm they PASS - Run tests and confirm they PASS
- **CONFIRM PASS** this is the Green phase - **CONFIRM PASS** <EFBFBD> this is the Green phase
### 4. Refactor Phase (Optional) ### 4. Refactor Phase (Optional)

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@@ -66,7 +66,7 @@ For deep implementation details when planning or implementing tracks, consult `d
- **Clean Project Root:** Enforces a "Cruft-Free Root" policy by organizing core implementation into a `src/` directory and redirecting all temporary test data, configurations, and AI-generated artifacts to `tests/artifacts/`. - **Clean Project Root:** Enforces a "Cruft-Free Root" policy by organizing core implementation into a `src/` directory and redirecting all temporary test data, configurations, and AI-generated artifacts to `tests/artifacts/`.
- **Performance Diagnostics:** Comprehensive, conditional per-component profiling across the entire application. Features a dedicated **Diagnostics Panel** providing real-time telemetry for FPS, Frame Time, CPU usage, and **Detailed Component Timings** for all GUI panels and background threads, including automated threshold-based latency alerts. - **Performance Diagnostics:** Comprehensive, conditional per-component profiling across the entire application. Features a dedicated **Diagnostics Panel** providing real-time telemetry for FPS, Frame Time, CPU usage, and **Detailed Component Timings** for all GUI panels and background threads, including automated threshold-based latency alerts.
- **Automated UX Verification:** A robust IPC mechanism via API hooks and a modular simulation suite allows for human-like simulation walkthroughs and automated regression testing of the full GUI lifecycle across multiple specialized scenarios. - **Automated UX Verification:** A robust IPC mechanism via API hooks and a modular simulation suite allows for human-like simulation walkthroughs and automated regression testing of the full GUI lifecycle across multiple specialized scenarios.
- **Professional UI Theme & Typography:** Implements a high-fidelity visual system featuring **Inter** and **Maple Mono** fonts for optimal readability. Employs a cohesive \"Subtle Rounding\" aesthetic across all standard widgets, supported by custom **soft shadow shaders** for modals and popups, and a high-fidelity **frosted glass (acrylic) background effect** for panels to provide depth and professional polish. Includes a selectable **NERV UI theme** featuring a \"Black Void\" palette, zero-rounding geometry, and CRT-style visual effects (scanlines, status flickering). - **Professional UI Theme & Typography:** Implements a high-fidelity visual system featuring **Inter** and **Maple Mono** fonts for optimal readability. Employs a cohesive "Subtle Rounding" aesthetic across all standard widgets, supported by custom **soft shadow shaders** for modals and popups to provide depth and professional polish. Includes a selectable **NERV UI theme** featuring a "Black Void" palette, zero-rounding geometry, and CRT-style visual effects (scanlines, status flickering).
- **Rich Text & Syntax Highlighting:** Provides advanced rendering for messages, logs, and tool outputs using a hybrid Markdown system. Supports GitHub-Flavored Markdown (GFM) via `imgui_markdown` and integrates `ImGuiColorTextEdit` for high-performance syntax highlighting of code blocks (Python, JSON, C++, etc.). Includes automated language detection and clickable URL support. - **Rich Text & Syntax Highlighting:** Provides advanced rendering for messages, logs, and tool outputs using a hybrid Markdown system. Supports GitHub-Flavored Markdown (GFM) via `imgui_markdown` and integrates `ImGuiColorTextEdit` for high-performance syntax highlighting of code blocks (Python, JSON, C++, etc.). Includes automated language detection and clickable URL support.
- **Multi-Viewport & Layout Management:** Full support for ImGui Multi-Viewport, allowing users to detach panels into standalone OS windows for complex multi-monitor workflows. Includes a comprehensive **Layout Presets system**, enabling developers to save, name, and instantly restore custom window arrangements, including their Multi-Viewport state. - **Multi-Viewport & Layout Management:** Full support for ImGui Multi-Viewport, allowing users to detach panels into standalone OS windows for complex multi-monitor workflows. Includes a comprehensive **Layout Presets system**, enabling developers to save, name, and instantly restore custom window arrangements, including their Multi-Viewport state.
- **Headless Backend Service & Hook API:** Optional headless mode allowing the core AI and tool execution logic to run as a decoupled service. Features a comprehensive Hook API and WebSocket event streaming for remote orchestration, deep state inspection, and manual worker lifecycle management. - **Headless Backend Service & Hook API:** Optional headless mode allowing the core AI and tool execution logic to run as a decoupled service. Features a comprehensive Hook API and WebSocket event streaming for remote orchestration, deep state inspection, and manual worker lifecycle management.

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@@ -70,6 +70,6 @@
- **Synchronous IPC Approval Flow:** A specialized bridge mechanism that allows headless AI providers (like Gemini CLI) to synchronously request and receive human approval for tool calls via the GUI's REST API hooks. - **Synchronous IPC Approval Flow:** A specialized bridge mechanism that allows headless AI providers (like Gemini CLI) to synchronously request and receive human approval for tool calls via the GUI's REST API hooks.
- **High-Fidelity Selectable Labels:** Implements a pattern for making read-only UI text selectable by wrapping `imgui.input_text` with `imgui.InputTextFlags_.read_only`. Includes a specialized `_render_selectable_label` helper that resets frame backgrounds, borders, and padding to mimic standard labels while enabling OS-level clipboard support (Ctrl+C). - **High-Fidelity Selectable Labels:** Implements a pattern for making read-only UI text selectable by wrapping `imgui.input_text` with `imgui.InputTextFlags_.read_only`. Includes a specialized `_render_selectable_label` helper that resets frame backgrounds, borders, and padding to mimic standard labels while enabling OS-level clipboard support (Ctrl+C).
- **Hybrid Markdown Rendering:** Employs a custom `MarkdownRenderer` that orchestrates `imgui_markdown` for standard text and headers while intercepting code blocks to render them via cached `ImGuiColorTextEdit` instances. This ensures high-performance rich text rendering with robust syntax highlighting and stateful text selection. - **Hybrid Markdown Rendering:** Employs a custom `MarkdownRenderer` that orchestrates `imgui_markdown` for standard text and headers while intercepting code blocks to render them via cached `ImGuiColorTextEdit` instances. This ensures high-performance rich text rendering with robust syntax highlighting and stateful text selection.
- **Hybrid Shader Pipeline:** Utilizes an optimized `ImDrawList`-based batching technique to simulate UI effects such as soft shadows without the overhead of heavy GPU-resident shaders. Supplemented by a true GPU shader pipeline using `PyOpenGL` and Framebuffer Objects (FBOs) for complex post-processing (CRT scanlines, bloom), dynamic backgrounds, and high-fidelity **frosted glass (acrylic) blurring** of the GUI panels via multi-pass Gaussian/Kawase filtering. - **Hybrid Shader Pipeline:** Utilizes an optimized `ImDrawList`-based batching technique to simulate UI effects such as soft shadows and acrylic glass overlays without the overhead of heavy GPU-resident shaders. Supplemented by a true GPU shader pipeline using `PyOpenGL` and Framebuffer Objects (FBOs) for complex post-processing (CRT scanlines, bloom) and dynamic backgrounds.
- **Interface-Driven Development (IDD):** Enforces a "Stub-and-Resolve" pattern where cross-module dependencies are resolved by generating signatures/contracts before implementation. - **Interface-Driven Development (IDD):** Enforces a "Stub-and-Resolve" pattern where cross-module dependencies are resolved by generating signatures/contracts before implementation.

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@@ -82,8 +82,9 @@ This file tracks all major tracks for the project. Each track has its own detail
11. [ ] **Track: Advanced Text Viewer with Syntax Highlighting** 11. [ ] **Track: Advanced Text Viewer with Syntax Highlighting**
*Link: [./tracks/text_viewer_rich_rendering_20260313/](./tracks/text_viewer_rich_rendering_20260313/)* *Link: [./tracks/text_viewer_rich_rendering_20260313/](./tracks/text_viewer_rich_rendering_20260313/)*
12. [x] **Track: Frosted Glass Background Effect** 12. [ ] ~~**Track: Frosted Glass Background Effect**~~ THIS IS A LOST CAUSE DON'T BOTHER.
*Link: [./tracks/frosted_glass_20260313/](./tracks/frosted_glass_20260313/)* *Link: [./tracks/frosted_glass_20260313/](./tracks/frosted_glass_20260313/)*
--- ---

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@@ -0,0 +1,28 @@
# Debrief: Failed Frosted Glass Implementation (Attempt 1)
## 1. Post-Mortem Summary
The initial implementation of the Frosted Glass effect was a catastrophic failure resulting in application crashes (`RecursionError`, `AttributeError`, `RuntimeError`) and visual non-functionality (black backgrounds or invisible blurs).
## 2. Root Causes
### A. Architectural Blindness (ImGui Timing)
I attempted to use `glCopyTexImage2D` to capture the "backbuffer" during the `_gui_func` execution. In an immediate-mode GUI (ImGui), the backbuffer is cleared at the start of the frame and draw commands are only recorded during `_gui_func`. The actual GPU rendering happens **after** `_gui_func` finishes. Consequently, I was capturing and blurring an empty black screen every frame.
### B. Sub-Agent Fragmentation (Class Scope Breaks)
By delegating massive file refactors to the `generalist` sub-agent, I lost control over the strict 1-space indentation required by this project. The sub-agent introduced unindented blocks that silently closed the `App` class scope, causing all subsequent methods to become global functions. This lead to the avalanche of `AttributeError: 'App' object has no attribute '_render_operations_hub_contents'` and similar errors.
### C. Style Stack Imbalance
The implementation of `_begin_window` and `_end_window` wrappers failed to account for mid-render state changes. Toggling the "Frosted Glass" checkbox mid-frame resulted in mismatched `PushStyleColor` and `PopStyleColor` calls, triggering internal ImGui assertions and hard crashes.
### D. High-DPI Math Errors
The UV coordinate math failed to correctly account for `display_framebuffer_scale`. On high-resolution screens, the blur sampling was offset by thousands of pixels, rendering the effect physically invisible or distorted.
TODO:
LOOK AT THIS SHIT:
https://www.unknowncheats.me/forum/general-programming-and-reversing/617284-blurring-imgui-basically-window-using-acrylic-blur.html
https://github.com/Speykious/opengl-playground/blob/main/src/scenes/blurring.rs
https://www.intel.com/content/www/us/en/developer/articles/technical/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms.html
https://github.com/cofenberg/unrimp/blob/45aa431286ce597c018675c1a9730d98e6ccfc64/Renderer/RendererRuntime/src/DebugGui/DebugGuiManager.cpp
https://github.com/cofenberg/unrimp/blob/45aa431286ce597c018675c1a9730d98e6ccfc64/Renderer/RendererRuntime/src/DebugGui/Detail/Shader/DebugGui_GLSL_410.h
https://github.com/itsRythem/ImGui-Blur

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@@ -1,5 +1,6 @@
# Track frosted_glass_20260313 Context # Track frosted_glass_20260313 Context (REPAIR)
- [Debrief](./debrief.md)
- [Specification](./spec.md) - [Specification](./spec.md)
- [Implementation Plan](./plan.md) - [Implementation Plan](./plan.md)
- [Metadata](./metadata.json) - [Metadata](./metadata.json)

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@@ -3,6 +3,6 @@
"type": "feature", "type": "feature",
"status": "new", "status": "new",
"created_at": "2026-03-13T14:39:00Z", "created_at": "2026-03-13T14:39:00Z",
"updated_at": "2026-03-13T14:39:00Z", "updated_at": "2026-03-13T18:55:00Z",
"description": "Add 'frosted glass' bg for transparency on panels and popups. This blurring effect will allow drop downs and other elements of these panels to not get hard to discern from background text or elements behind the panel." "description": "REPAIR: Implement stable frosted glass using native Windows DWM APIs."
} }

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@@ -1,26 +1,19 @@
# Implementation Plan: Frosted Glass Background Effect # Implementation Plan: Frosted Glass Background Effect (REPAIR - TRUE GPU)
## Phase 1: Shader Development & Integration [checkpoint: 55f3bd8] ## Phase 1: Robust Shader & FBO Foundation
- [x] Task: Audit `src/shader_manager.py` to identify existing background/post-process integration points. [1328bc1] - [x] Task: Implement: Create `ShaderManager` methods for downsampled FBO setup (scene, temp, blur). [d9148ac]
- [x] Task: Write Tests: Verify `ShaderManager` can compile and bind a multi-pass blur shader. [1328bc1] - [x] Task: Implement: Develop the "Deep Sea" background shader and integrate it as the FBO source. [d85dc3a]
- [x] Task: Implement: Add `FrostedGlassShader` (GLSL) to `src/shader_manager.py`. [1328bc1] - [x] Task: Implement: Develop the 2-pass Gaussian blur shaders with a wide tap distribution. [c8b7fca]
- [x] Task: Implement: Integrate the blur shader into the `ShaderManager` lifecycle. [1328bc1] - [x] Task: Conductor - User Manual Verification 'Phase 1: Robust Foundation' (Protocol in workflow.md)
- [x] Task: Conductor - User Manual Verification 'Phase 1: Shader Development & Integration' (Protocol in workflow.md) [55f3bd8]
## Phase 2: Framebuffer Capture Pipeline [checkpoint: e9b7875] ## Phase 2: High-Performance Blur Pipeline
- [x] Task: Write Tests: Verify the FBO capture mechanism correctly samples the back buffer and stores it in a texture. [f297e7a] - [x] Task: Implement: Create the `prepare_global_blur` method that renders the background and blurs it at 1/4 resolution. [9c2078a]
- [x] Task: Implement: Update `src/shader_manager.py` or `src/gui_2.py` to handle "pre-rendering" of the background into a texture for blurring. [f297e7a] - [x] Task: Implement: Ensure the pipeline correctly handles high-DPI scaling (`fb_scale`) for internal FBO dimensions. [9c2078a]
- [x] Task: Implement: Ensure the blurred texture is updated every frame or on window move events. [f297e7a] - [x] Task: Conductor - User Manual Verification 'Phase 2: High-Performance Pipeline' (Protocol in workflow.md)
- [x] Task: Conductor - User Manual Verification 'Phase 2: Framebuffer Capture Pipeline' (Protocol in workflow.md) [e9b7875]
## Phase 3: GUI Integration & Rendering [checkpoint: cecbe22] ## Phase 3: GUI Integration & Screen-Space Sampling
- [x] Task: Write Tests: Verify that a mocked ImGui window successfully calls the frosted glass rendering logic. [cecbe22] - [x] Task: Implement: Update `_render_frosted_background` to perform normalized screen-space UV sampling. [926318f]
- [x] Task: Implement: Create a `_render_frosted_background(self, pos, size)` helper in `src/gui_2.py`. [cecbe22] - [x] Task: Fix crash when display_size is invalid at startup. [db00fba]
- [x] Task: Implement: Update panel rendering loops (e.g. `_gui_func`) to inject the frosted background before calling `imgui.begin()` for major panels. [cecbe22] ## Phase 3: GUI Integration & Screen-Space Sampling
- [x] Task: Conductor - User Manual Verification 'Phase 3: GUI Integration & Rendering' (Protocol in workflow.md) [cecbe22] - [x] Task: Implement: Update `_render_frosted_background` to perform normalized screen-space UV sampling. [a862119]
- [~] Task: Implement: Update `_begin_window` and `_end_window` to manage global transparency and call the blur renderer.
## Phase 4: UI Controls & Configuration [checkpoint: cecbe22]
- [x] Task: Write Tests: Verify that modifying blur uniforms via the Live Editor updates the shader state. [cecbe22]
- [x] Task: Implement: Add "Frosted Glass" sliders (Blur, Tint, Opacity) to the **Shader Editor** in `src/gui_2.py`. [cecbe22]
- [x] Task: Implement: Update `src/theme.py` to parse and store frosted glass settings from `config.toml`. [cecbe22]
- [x] Task: Conductor - User Manual Verification 'Phase 4: UI Controls & Configuration' (Protocol in workflow.md) [cecbe22]

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@@ -1,34 +1,30 @@
# Specification: Frosted Glass Background Effect # Specification: Frosted Glass Background Effect (REPAIR - TRUE GPU)
## Overview ## Overview
Implement a high-fidelity "frosted glass" (acrylic) background effect for all GUI panels and popups within the Manual Slop interface. This effect will use a GPU-resident shader to blur the content behind active windows, improving readability and visual depth while preventing background text from clashing with foreground UI elements. Implement a high-fidelity "frosted glass" (acrylic) background effect using a dedicated OpenGL pipeline. This implementation follows professional rendering patterns (downsampling, multi-pass blurring, and screen-space sampling) to ensure a smooth, milky look that remains performant on high-DPI displays.
## Functional Requirements ## Functional Requirements
- **GPU-Accelerated Blur:** - **Dedicated Background Pipeline:**
- Implement a GLSL fragment shader (e.g., Gaussian or Kawase blur) within the existing `ShaderManager` pipeline. - Render the animated "Deep Sea" background shader to an off-screen `SceneFBO` once per frame.
- The shader must sample the current frame buffer background and render a blurred version behind the active window's background. - **Multi-Scale Downsampled Blur:**
- **Global Integration:** - Downsample the `SceneFBO` texture to 1/4 or 1/8 resolution.
- The effect must automatically apply to all standard ImGui panels and popups. - Perform 2-pass Gaussian blurring on the downsampled texture to achieve a creamy "milky" aesthetic.
- Integrate with `imgui.begin()` and `imgui.begin_popup()` (or via a reusable wrapper helper). - **ImGui Panel Integration:**
- **Real-Time Tuning:** - Each ImGui panel must sample its background from the blurred texture using screen-space UV coordinates.
- Add controls to the **Live Shader Editor** to adjust the following parameters: - Automatically force window transparency (`alpha 0.0`) when the effect is active.
- **Blur Radius:** Control the intensity of the Gaussian blur. - **Real-Time Shader Tuning:**
- **Tint Intensity:** Control the strength of the "frost" overlay color. - Control blur radius, tint intensity, and opacity via the Live Shader Editor.
- **Base Opacity:** Control the overall transparency of the frosted layer. - **Stability:**
- **Persistence:** - Balanced style-stack management to prevent ImGui assertion crashes.
- Save frosted glass parameters to `config.toml` under the `theme` or `shader` section. - Strict 1-space indentation and class scope protection.
## Technical Implementation ## Technical Implementation
- **Shader Pipeline:** Use `PyOpenGL` to manage a dedicated background texture/FBO for sampling. - **FBO Management:** Persistent FBOs for scene, temp, and blur textures.
- **Coordinate Mapping:** Ensure the blur shader correctly maps screen coordinates to the region behind the current ImGui window. - **UV Math:** `(window_pos / screen_res)` mapping to handle high-DPI scaling and vertical flipping.
- **State Integration:** Store tuning parameters in `App.shader_uniforms` and ensure they are updated every frame. - **DrawList Callbacks:** (If necessary) use callbacks to ensure the background is ready before panels draw.
## Acceptance Criteria ## Acceptance Criteria
- [ ] Panels and popups have a distinct, blurred background that clearly separates them from the content behind them. - [ ] Toggling the effect does not crash the app.
- [ ] Changing the "Blur Radius" slider in the Shader Editor immediately updates the visual frostiness. - [ ] Windows show a deep, high-quality blur of the background shader.
- [ ] The effect remains stable during window dragging and resizing. - [ ] Blur follows windows perfectly during drag/resize.
- [ ] No significant performance degradation (maintaining target FPS). - [ ] The "Milky" look is highly visible even at low radii.
## Out of Scope
- Implementing different blur types (e.g., motion blur, radial blur).
- Per-panel unique blur settings (initially global only).

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@@ -52,7 +52,7 @@ separate_external_tools = true
"Operations Hub" = true "Operations Hub" = true
Message = false Message = false
Response = true Response = true
"Tool Calls" = true "Tool Calls" = false
Theme = true Theme = true
"Log Management" = true "Log Management" = true
Diagnostics = false Diagnostics = false
@@ -62,14 +62,10 @@ Diagnostics = false
[theme] [theme]
palette = "Nord Dark" palette = "Nord Dark"
font_path = "C:/projects/manual_slop/assets/fonts/MapleMono-Regular.ttf" font_path = "C:/projects/manual_slop/assets/fonts/MapleMono-Regular.ttf"
font_size = 16.0 font_size = 18.0
scale = 1.0 scale = 1.0
transparency = 0.699999988079071 transparency = 0.4399999976158142
child_transparency = 0.6899999976158142 child_transparency = 0.5099999904632568
frosted_blur_radius = 29.68400001525879
frosted_tint_intensity = 0.5659999847412109
frosted_opacity = 0.5389999747276306
frosted_glass_enabled = true
[mma] [mma]
max_workers = 4 max_workers = 4

View File

@@ -12,7 +12,7 @@ ViewportPos=43,95
ViewportId=0x78C57832 ViewportId=0x78C57832
Size=897,649 Size=897,649
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000001,0
[Window][Files] [Window][Files]
ViewportPos=3125,170 ViewportPos=3125,170
@@ -33,7 +33,7 @@ DockId=0x0000000A,0
Pos=0,17 Pos=0,17
Size=1680,730 Size=1680,730
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000001,0
[Window][Provider] [Window][Provider]
ViewportPos=43,95 ViewportPos=43,95
@@ -41,10 +41,10 @@ ViewportId=0x78C57832
Pos=0,651 Pos=0,651
Size=897,468 Size=897,468
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000001,0
[Window][Message] [Window][Message]
Pos=661,1321 Pos=661,1426
Size=716,455 Size=716,455
Collapsed=0 Collapsed=0
@@ -54,9 +54,10 @@ Size=1111,773
Collapsed=0 Collapsed=0
[Window][Tool Calls] [Window][Tool Calls]
Pos=1039,464 Pos=520,1144
Size=587,510 Size=663,232
Collapsed=0 Collapsed=0
DockId=0x00000006,0
[Window][Comms History] [Window][Comms History]
ViewportPos=43,95 ViewportPos=43,95
@@ -73,10 +74,10 @@ Collapsed=0
DockId=0xAFC85805,2 DockId=0xAFC85805,2
[Window][Theme] [Window][Theme]
Pos=2671,24 Pos=0,543
Size=1169,2136 Size=387,737
Collapsed=0 Collapsed=0
DockId=0x00000002,1 DockId=0x00000002,2
[Window][Text Viewer - Entry #7] [Window][Text Viewer - Entry #7]
Pos=379,324 Pos=379,324
@@ -87,13 +88,13 @@ Collapsed=0
Pos=1649,24 Pos=1649,24
Size=580,1284 Size=580,1284
Collapsed=0 Collapsed=0
DockId=0x00000004,2 DockId=0x00000010,2
[Window][Context Hub] [Window][Context Hub]
Pos=0,1719 Pos=0,543
Size=999,441 Size=387,737
Collapsed=0 Collapsed=0
DockId=0x00000006,0 DockId=0x00000002,1
[Window][AI Settings Hub] [Window][AI Settings Hub]
Pos=406,17 Pos=406,17
@@ -102,45 +103,45 @@ Collapsed=0
DockId=0x0000000D,0 DockId=0x0000000D,0
[Window][Discussion Hub] [Window][Discussion Hub]
Pos=1762,24 Pos=1169,26
Size=907,2136 Size=950,1254
Collapsed=0 Collapsed=0
DockId=0x00000011,0 DockId=0x00000013,0
[Window][Operations Hub] [Window][Operations Hub]
Pos=1001,24 Pos=389,26
Size=759,2136 Size=778,1254
Collapsed=0
DockId=0x00000010,0
[Window][Files & Media]
Pos=0,1719
Size=999,441
Collapsed=0
DockId=0x00000006,1
[Window][AI Settings]
Pos=0,24
Size=999,1693
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000005,0
[Window][Files & Media]
Pos=0,543
Size=387,737
Collapsed=0
DockId=0x00000002,0
[Window][AI Settings]
Pos=0,26
Size=387,515
Collapsed=0
DockId=0x00000001,0
[Window][Approve Tool Execution] [Window][Approve Tool Execution]
Pos=3,524 Pos=3,524
Size=416,325 Size=416,325
Collapsed=0 Collapsed=0
[Window][MMA Dashboard] [Window][MMA Dashboard]
Pos=2671,24 Pos=2121,26
Size=1169,2136 Size=653,1254
Collapsed=0 Collapsed=0
DockId=0x00000002,0 DockId=0x00000010,0
[Window][Log Management] [Window][Log Management]
Pos=1931,24 Pos=2121,26
Size=629,1416 Size=653,1254
Collapsed=0 Collapsed=0
DockId=0x00000002,1 DockId=0x00000010,1
[Window][Track Proposal] [Window][Track Proposal]
Pos=709,326 Pos=709,326
@@ -166,7 +167,7 @@ Collapsed=0
Pos=2822,1717 Pos=2822,1717
Size=1018,420 Size=1018,420
Collapsed=0 Collapsed=0
DockId=0x00000004,0 DockId=0x00000011,0
[Window][Approve PowerShell Command] [Window][Approve PowerShell Command]
Pos=649,435 Pos=649,435
@@ -209,7 +210,7 @@ Size=3840,32
Collapsed=0 Collapsed=0
[Window][Text Viewer - message] [Window][Text Viewer - message]
Pos=562,588 Pos=568,1226
Size=900,700 Size=900,700
Collapsed=0 Collapsed=0
@@ -219,7 +220,7 @@ Size=900,700
Collapsed=0 Collapsed=0
[Window][Text Viewer - text] [Window][Text Viewer - text]
Pos=555,644 Pos=60,60
Size=900,700 Size=900,700
Collapsed=0 Collapsed=0
@@ -239,7 +240,7 @@ Size=900,700
Collapsed=0 Collapsed=0
[Window][Text Viewer - tool_calls] [Window][Text Viewer - tool_calls]
Pos=589,490 Pos=60,60
Size=900,700 Size=900,700
Collapsed=0 Collapsed=0
@@ -329,8 +330,8 @@ Size=967,499
Collapsed=0 Collapsed=0
[Window][Usage Analytics] [Window][Usage Analytics]
Pos=1702,689 Pos=1627,680
Size=566,438 Size=480,343
Collapsed=0 Collapsed=0
[Window][Tool Preset Manager] [Window][Tool Preset Manager]
@@ -349,7 +350,7 @@ Size=1000,800
Collapsed=0 Collapsed=0
[Window][External Tools] [Window][External Tools]
Pos=531,376 Pos=1968,516
Size=616,409 Size=616,409
Collapsed=0 Collapsed=0
@@ -364,7 +365,7 @@ Size=900,700
Collapsed=0 Collapsed=0
[Window][Text Viewer - Entry #4] [Window][Text Viewer - Entry #4]
Pos=828,397 Pos=1127,922
Size=900,700 Size=900,700
Collapsed=0 Collapsed=0
@@ -379,13 +380,8 @@ Size=900,700
Collapsed=0 Collapsed=0
[Window][Shader Editor] [Window][Shader Editor]
Pos=753,637 Pos=998,497
Size=493,487 Size=493,369
Collapsed=0
[Window][Text Viewer - list_directory]
Pos=60,60
Size=900,700
Collapsed=0 Collapsed=0
[Table][0xFB6E3870,4] [Table][0xFB6E3870,4]
@@ -445,7 +441,7 @@ Column 3 Width=120
RefScale=16 RefScale=16
Column 0 Width=48 Column 0 Width=48
Column 1 Weight=1.0000 Column 1 Weight=1.0000
Column 2 Width=117 Column 2 Width=118
Column 3 Width=48 Column 3 Width=48
[Table][0xD99F45C5,4] [Table][0xD99F45C5,4]
@@ -501,19 +497,21 @@ Column 1 Weight=1.0000
DockNode ID=0x00000008 Pos=3125,170 Size=593,1157 Split=Y DockNode ID=0x00000008 Pos=3125,170 Size=593,1157 Split=Y
DockNode ID=0x00000009 Parent=0x00000008 SizeRef=1029,147 Selected=0x0469CA7A DockNode ID=0x00000009 Parent=0x00000008 SizeRef=1029,147 Selected=0x0469CA7A
DockNode ID=0x0000000A Parent=0x00000008 SizeRef=1029,145 Selected=0xDF822E02 DockNode ID=0x0000000A Parent=0x00000008 SizeRef=1029,145 Selected=0xDF822E02
DockSpace ID=0xAFC85805 Window=0x079D3A04 Pos=0,24 Size=3840,2136 Split=X DockSpace ID=0xAFC85805 Window=0x079D3A04 Pos=0,26 Size=2774,1254 Split=X
DockNode ID=0x00000003 Parent=0xAFC85805 SizeRef=1617,1183 Split=X DockNode ID=0x00000003 Parent=0xAFC85805 SizeRef=1980,1183 Split=X
DockNode ID=0x0000000B Parent=0x00000003 SizeRef=404,1186 Split=X Selected=0xF4139CA2 DockNode ID=0x0000000B Parent=0x00000003 SizeRef=404,1186 Split=X Selected=0xF4139CA2
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=999,858 Split=Y Selected=0x7BD57D6A DockNode ID=0x00000007 Parent=0x0000000B SizeRef=680,858 Split=Y Selected=0x8CA2375C
DockNode ID=0x00000005 Parent=0x00000007 SizeRef=639,904 CentralNode=1 Selected=0x7BD57D6A DockNode ID=0x00000001 Parent=0x00000007 SizeRef=824,525 CentralNode=1 Selected=0x7BD57D6A
DockNode ID=0x00000006 Parent=0x00000007 SizeRef=639,441 Selected=0x1DCB2623 DockNode ID=0x00000002 Parent=0x00000007 SizeRef=824,737 Selected=0x8CA2375C
DockNode ID=0x0000000E Parent=0x0000000B SizeRef=2839,858 Split=X Selected=0x418C7449 DockNode ID=0x0000000E Parent=0x0000000B SizeRef=1730,858 Split=X Selected=0x418C7449
DockNode ID=0x00000001 Parent=0x0000000E SizeRef=1668,1288 Split=X Selected=0x6F2B5B04 DockNode ID=0x00000012 Parent=0x0000000E SizeRef=778,402 Split=Y Selected=0x418C7449
DockNode ID=0x00000010 Parent=0x00000001 SizeRef=759,1416 Selected=0x418C7449 DockNode ID=0x00000005 Parent=0x00000012 SizeRef=876,1749 Selected=0x418C7449
DockNode ID=0x00000011 Parent=0x00000001 SizeRef=907,1416 Selected=0x6F2B5B04 DockNode ID=0x00000006 Parent=0x00000012 SizeRef=876,362 Selected=0x1D56B311
DockNode ID=0x00000002 Parent=0x0000000E SizeRef=1169,1288 Selected=0x8CA2375C DockNode ID=0x00000013 Parent=0x0000000E SizeRef=950,402 Selected=0x6F2B5B04
DockNode ID=0x0000000D Parent=0x00000003 SizeRef=435,1186 Selected=0x363E93D6 DockNode ID=0x0000000D Parent=0x00000003 SizeRef=435,1186 Selected=0x363E93D6
DockNode ID=0x00000004 Parent=0xAFC85805 SizeRef=511,1183 Selected=0x3AEC3498 DockNode ID=0x00000004 Parent=0xAFC85805 SizeRef=653,1183 Split=Y Selected=0x3AEC3498
DockNode ID=0x00000010 Parent=0x00000004 SizeRef=1199,1689 Selected=0x2C0206CE
DockNode ID=0x00000011 Parent=0x00000004 SizeRef=1199,420 Selected=0xDEB547B6
;;;<<<Layout_655921752_Default>>>;;; ;;;<<<Layout_655921752_Default>>>;;;
;;;<<<HelloImGui_Misc>>>;;; ;;;<<<HelloImGui_Misc>>>;;;

View File

@@ -21,7 +21,6 @@ from src import theme_2 as theme
from src import theme_nerv_fx as theme_fx from src import theme_nerv_fx as theme_fx
from src import api_hooks from src import api_hooks
import numpy as np import numpy as np
import OpenGL.GL as gl
from src import log_registry from src import log_registry
from src import log_pruner from src import log_pruner
from src import models from src import models
@@ -29,7 +28,6 @@ from src import app_controller
from src import mcp_client from src import mcp_client
from src import markdown_helper from src import markdown_helper
from src import bg_shader from src import bg_shader
from src.shader_manager import ShaderManager
import re import re
import subprocess import subprocess
if sys.platform == "win32": if sys.platform == "win32":
@@ -41,6 +39,7 @@ else:
from pydantic import BaseModel from pydantic import BaseModel
from imgui_bundle import imgui, hello_imgui, immapp, imgui_node_editor as ed from imgui_bundle import imgui, hello_imgui, immapp, imgui_node_editor as ed
from src.shader_manager import BlurPipeline
PROVIDERS: list[str] = ["gemini", "anthropic", "gemini_cli", "deepseek", "minimax"] PROVIDERS: list[str] = ["gemini", "anthropic", "gemini_cli", "deepseek", "minimax"]
COMMS_CLAMP_CHARS: int = 300 COMMS_CLAMP_CHARS: int = 300
@@ -213,17 +212,34 @@ class App:
self._nerv_flicker = theme_fx.StatusFlicker() self._nerv_flicker = theme_fx.StatusFlicker()
self.ui_tool_filter_category = "All" self.ui_tool_filter_category = "All"
self.ui_discussion_split_h = 300.0 self.ui_discussion_split_h = 300.0
self.shader_uniforms = { self.shader_uniforms = {'crt': 1.0, 'scanline': 0.5, 'bloom': 0.8}
'crt': 1.0, self.ui_frosted_glass_enabled = False
'scanline': 0.5, self._blur_pipeline: BlurPipeline | None = None
'bloom': 0.8, self.ui_frosted_glass_enabled = False
'frosted_blur_radius': theme.get_frosted_blur_radius(), self._blur_pipeline = None
'frosted_tint_intensity': theme.get_frosted_tint_intensity(),
'frosted_opacity': theme.get_frosted_opacity()
}
self.shader_manager = ShaderManager() def _pre_render_blur(self):
self.start_time = time.time() if not self.ui_frosted_glass_enabled:
return
if not self._blur_pipeline:
return
ws = imgui.get_io().display_size
fb_scale = imgui.get_io().display_framebuffer_scale.x
import time
t = time.time()
self._blur_pipeline.prepare_global_blur(int(ws.x), int(ws.y), t, fb_scale)
def _render_custom_background(self):
return # DISABLED - imgui-bundle can't sample OpenGL textures
def _draw_blurred_rect(self, dl, p_min, p_max, tex_id, uv_min, uv_max):
import OpenGL.GL as gl
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
imgui.push_texture_id(tex_id)
dl.add_image_quad(p_min, p_max, uv_min, uv_max, imgui.get_color_u32((1, 1, 1, 1)))
imgui.pop_texture_id()
gl.glDisable(gl.GL_BLEND)
def _handle_approve_tool(self, user_data=None) -> None: def _handle_approve_tool(self, user_data=None) -> None:
"""UI-level wrapper for approving a pending tool execution ask.""" """UI-level wrapper for approving a pending tool execution ask."""
@@ -353,111 +369,6 @@ class App:
imgui.pop_style_var(2) imgui.pop_style_var(2)
imgui.pop_id() imgui.pop_id()
def _render_frosted_background(self, pos: imgui.ImVec2, size: imgui.ImVec2) -> None:
if not theme.get_frosted_glass_enabled(): return
if size.x <= 0 or size.y <= 0: return
try:
ws = immapp.get_window_size()
display_size = imgui.ImVec2(float(ws[0]), float(ws[1]))
except Exception:
display_size = imgui.get_io().display_size
if display_size.x <= 0 or display_size.y <= 0: return
uv_min = imgui.ImVec2(pos.x / display_size.x, 1.0 - pos.y / display_size.y)
uv_max = imgui.ImVec2((pos.x + size.x) / display_size.x, 1.0 - (pos.y + size.y) / display_size.y)
if self.shader_manager.blur_tex:
imgui.get_window_draw_list().add_image(
imgui.ImTextureRef(self.shader_manager.blur_tex),
pos,
imgui.ImVec2(pos.x + size.x, pos.y + size.y),
uv_min,
uv_max
)
else:
# Fallback: semi-transparent rectangle to help debug visibility
imgui.get_window_draw_list().add_rect_filled(
pos,
imgui.ImVec2(pos.x + size.x, pos.y + size.y),
imgui.get_color_u32(vec4(30, 30, 40, 0.7))
)
# Increase contrast with a 0.2 alpha tint overlay
imgui.get_window_draw_list().add_rect_filled(
pos,
imgui.ImVec2(pos.x + size.x, pos.y + size.y),
imgui.get_color_u32(vec4(0, 0, 0, 0.2))
)
def _begin_window(self, name: str, p_open: Any = None, flags: int = 0) -> tuple[bool, Any]:
frosted = theme.get_frosted_glass_enabled()
if frosted:
imgui.push_style_color(imgui.Col_.window_bg, vec4(0, 0, 0, 0))
expanded, opened = imgui.begin(name, p_open, flags)
if expanded and frosted:
self._render_frosted_background(imgui.get_window_pos(), imgui.get_window_size())
return expanded, opened
def _end_window(self) -> None:
imgui.end()
if theme.get_frosted_glass_enabled():
imgui.pop_style_color()
def _render_operations_hub(self) -> None:
exp, opened = self._begin_window("Operations Hub", self.show_windows["Operations Hub"])
self.show_windows["Operations Hub"] = bool(opened)
if exp:
imgui.text("Focus Agent:")
imgui.same_line()
focus_label = self.ui_focus_agent or "All"
if imgui.begin_combo("##focus_agent", focus_label, imgui.ComboFlags_.width_fit_preview):
if imgui.selectable("All", self.ui_focus_agent is None)[0]:
self.ui_focus_agent = None
for tier in ["Tier 2", "Tier 3", "Tier 4"]:
if imgui.selectable(tier, self.ui_focus_agent == tier)[0]:
self.ui_focus_agent = tier
imgui.end_combo()
imgui.same_line()
if self.ui_focus_agent:
if imgui.button("x##clear_focus"):
self.ui_focus_agent = None
imgui.push_style_var(imgui.StyleVar_.item_spacing, imgui.ImVec2(10, 4))
ch1, self.ui_separate_tool_calls_panel = imgui.checkbox("Pop Out Tool Calls", self.ui_separate_tool_calls_panel)
if ch1: self.show_windows["Tool Calls"] = self.ui_separate_tool_calls_panel
imgui.same_line()
ch2, self.ui_separate_usage_analytics = imgui.checkbox("Pop Out Usage Analytics", self.ui_separate_usage_analytics)
if ch2: self.show_windows["Usage Analytics"] = self.ui_separate_usage_analytics
imgui.same_line()
ch3, self.ui_separate_external_tools = imgui.checkbox('Pop Out External Tools', self.ui_separate_external_tools)
if ch3: self.show_windows['External Tools'] = self.ui_separate_external_tools
imgui.pop_style_var()
show_tc_tab = not self.ui_separate_tool_calls_panel
show_usage_tab = not self.ui_separate_usage_analytics
if imgui.begin_tab_bar("ops_tabs"):
if imgui.begin_tab_item("Comms History")[0]:
self._render_comms_history_panel()
imgui.end_tab_item()
if show_tc_tab:
if imgui.begin_tab_item("Tool Calls")[0]:
self._render_tool_calls_panel()
imgui.end_tab_item()
if show_usage_tab:
if imgui.begin_tab_item("Usage Analytics")[0]:
self._render_usage_analytics_panel()
imgui.end_tab_item()
if not self.ui_separate_external_tools:
if imgui.begin_tab_item("External Tools")[0]:
self._render_external_tools_panel()
imgui.end_tab_item()
imgui.end_tab_bar()
self._end_window()
def _show_menus(self) -> None: def _show_menus(self) -> None:
if imgui.begin_menu("manual slop"): if imgui.begin_menu("manual slop"):
if imgui.menu_item("Quit", "Ctrl+Q", False)[0]: if imgui.menu_item("Quit", "Ctrl+Q", False)[0]:
@@ -554,58 +465,29 @@ class App:
exp, opened = imgui.begin('Shader Editor', self.show_windows['Shader Editor']) exp, opened = imgui.begin('Shader Editor', self.show_windows['Shader Editor'])
self.show_windows['Shader Editor'] = bool(opened) self.show_windows['Shader Editor'] = bool(opened)
if exp: if exp:
_, self.ui_frosted_glass_enabled = imgui.checkbox('Frosted Glass', self.ui_frosted_glass_enabled)
imgui.separator()
changed_crt, self.shader_uniforms['crt'] = imgui.slider_float('CRT Curvature', self.shader_uniforms['crt'], 0.0, 2.0) changed_crt, self.shader_uniforms['crt'] = imgui.slider_float('CRT Curvature', self.shader_uniforms['crt'], 0.0, 2.0)
changed_scan, self.shader_uniforms['scanline'] = imgui.slider_float('Scanline Intensity', self.shader_uniforms['scanline'], 0.0, 1.0) changed_scan, self.shader_uniforms['scanline'] = imgui.slider_float('Scanline Intensity', self.shader_uniforms['scanline'], 0.0, 1.0)
changed_bloom, self.shader_uniforms['bloom'] = imgui.slider_float('Bloom Threshold', self.shader_uniforms['bloom'], 0.0, 1.0) changed_bloom, self.shader_uniforms['bloom'] = imgui.slider_float('Bloom Threshold', self.shader_uniforms['bloom'], 0.0, 1.0)
imgui.separator()
imgui.text("Frosted Glass")
changed_fbr, self.shader_uniforms['frosted_blur_radius'] = imgui.slider_float('Blur Radius', self.shader_uniforms['frosted_blur_radius'], 0.0, 64.0)
if changed_fbr: theme.set_frosted_blur_radius(self.shader_uniforms['frosted_blur_radius'])
changed_fti, self.shader_uniforms['frosted_tint_intensity'] = imgui.slider_float('Tint Intensity', self.shader_uniforms['frosted_tint_intensity'], 0.0, 1.0)
if changed_fti: theme.set_frosted_tint_intensity(self.shader_uniforms['frosted_tint_intensity'])
changed_fo, self.shader_uniforms['frosted_opacity'] = imgui.slider_float('Frosted Opacity', self.shader_uniforms['frosted_opacity'], 0.0, 1.0)
if changed_fo: theme.set_frosted_opacity(self.shader_uniforms['frosted_opacity'])
imgui.end() imgui.end()
def _gui_func(self) -> None: def _gui_func(self) -> None:
self._render_custom_title_bar() self._render_custom_title_bar()
self._render_shader_live_editor() self._render_shader_live_editor()
pushed_prior_tint = False pushed_prior_tint = False
pushed_frosted_style = False
# Render background shader # Render background shader
bg = bg_shader.get_bg() bg = bg_shader.get_bg()
frosted_enabled = theme.get_frosted_glass_enabled() if bg.enabled:
if bg.enabled and not frosted_enabled:
ws = imgui.get_io().display_size ws = imgui.get_io().display_size
bg.render(ws.x, ws.y) bg.render(ws.x, ws.y)
if frosted_enabled:
ws = imgui.get_io().display_size
self.shader_manager.prepare_global_blur(
int(ws.x), int(ws.y),
self.shader_uniforms['frosted_blur_radius'],
self.shader_uniforms['frosted_tint_intensity'],
self.shader_uniforms['frosted_opacity'],
time.time()
)
# Draw background texture
dl = imgui.get_background_draw_list()
dl.add_image(imgui.ImTextureRef(self.shader_manager.scene_tex), (0, 0), (ws.x, ws.y))
imgui.push_style_color(imgui.Col_.window_bg, vec4(0, 0, 0, 0))
pushed_frosted_style = True
if theme.is_nerv_active(): if theme.is_nerv_active():
ws = imgui.get_io().display_size ws = imgui.get_io().display_size
self._nerv_alert.update(self.ai_status) self._nerv_alert.update(self.ai_status)
self._nerv_alert.render(ws.x, ws.y) self._nerv_alert.render(ws.x, ws.y)
self._nerv_crt.enabled = self.ui_crt_filter self._nerv_crt.enabled = self.ui_crt_filter
self._nerv_crt.render(ws.x, ws.y) self._nerv_crt.render(ws.x, ws.y)
if self.perf_profiling_enabled: self.perf_monitor.start_component("_gui_func") if self.perf_profiling_enabled: self.perf_monitor.start_component("_gui_func")
if self.is_viewing_prior_session: if self.is_viewing_prior_session:
imgui.push_style_color(imgui.Col_.window_bg, vec4(50, 40, 20)) imgui.push_style_color(imgui.Col_.window_bg, vec4(50, 40, 20))
@@ -678,7 +560,7 @@ class App:
self._tool_log_dirty = False self._tool_log_dirty = False
if self.show_windows.get("Context Hub", False): if self.show_windows.get("Context Hub", False):
exp, opened = self._begin_window("Context Hub", self.show_windows["Context Hub"]) exp, opened = imgui.begin("Context Hub", self.show_windows["Context Hub"])
self.show_windows["Context Hub"] = bool(opened) self.show_windows["Context Hub"] = bool(opened)
if exp: if exp:
if imgui.begin_tab_bar('context_hub_tabs'): if imgui.begin_tab_bar('context_hub_tabs'):
@@ -689,18 +571,18 @@ class App:
self._render_paths_panel() self._render_paths_panel()
imgui.end_tab_item() imgui.end_tab_item()
imgui.end_tab_bar() imgui.end_tab_bar()
self._end_window() imgui.end()
if self.show_windows.get("Files & Media", False): if self.show_windows.get("Files & Media", False):
exp, opened = self._begin_window("Files & Media", self.show_windows["Files & Media"]) exp, opened = imgui.begin("Files & Media", self.show_windows["Files & Media"])
self.show_windows["Files & Media"] = bool(opened) self.show_windows["Files & Media"] = bool(opened)
if exp: if exp:
if imgui.collapsing_header("Files"): if imgui.collapsing_header("Files"):
self._render_files_panel() self._render_files_panel()
if imgui.collapsing_header("Screenshots"): if imgui.collapsing_header("Screenshots"):
self._render_screenshots_panel() self._render_screenshots_panel()
self._end_window() imgui.end()
if self.show_windows.get("AI Settings", False): if self.show_windows.get("AI Settings", False):
exp, opened = self._begin_window("AI Settings", self.show_windows["AI Settings"]) exp, opened = imgui.begin("AI Settings", self.show_windows["AI Settings"])
self.show_windows["AI Settings"] = bool(opened) self.show_windows["AI Settings"] = bool(opened)
if exp: if exp:
self._render_persona_selector_panel() self._render_persona_selector_panel()
@@ -710,56 +592,56 @@ class App:
self._render_system_prompts_panel() self._render_system_prompts_panel()
self._render_agent_tools_panel() self._render_agent_tools_panel()
self._end_window() imgui.end()
if self.ui_separate_usage_analytics and self.show_windows.get("Usage Analytics", False): if self.ui_separate_usage_analytics and self.show_windows.get("Usage Analytics", False):
exp, opened = self._begin_window("Usage Analytics", self.show_windows["Usage Analytics"]) exp, opened = imgui.begin("Usage Analytics", self.show_windows["Usage Analytics"])
self.show_windows["Usage Analytics"] = bool(opened) self.show_windows["Usage Analytics"] = bool(opened)
if exp: if exp:
self._render_usage_analytics_panel() self._render_usage_analytics_panel()
self._end_window() imgui.end()
if self.show_windows.get("MMA Dashboard", False): if self.show_windows.get("MMA Dashboard", False):
exp, opened = self._begin_window("MMA Dashboard", self.show_windows["MMA Dashboard"]) exp, opened = imgui.begin("MMA Dashboard", self.show_windows["MMA Dashboard"])
self.show_windows["MMA Dashboard"] = bool(opened) self.show_windows["MMA Dashboard"] = bool(opened)
if exp: if exp:
if self.perf_profiling_enabled: self.perf_monitor.start_component("_render_mma_dashboard") if self.perf_profiling_enabled: self.perf_monitor.start_component("_render_mma_dashboard")
self._render_mma_dashboard() self._render_mma_dashboard()
if self.perf_profiling_enabled: self.perf_monitor.end_component("_render_mma_dashboard") if self.perf_profiling_enabled: self.perf_monitor.end_component("_render_mma_dashboard")
self._end_window() imgui.end()
if self.ui_separate_task_dag and self.show_windows.get("Task DAG", False): if self.ui_separate_task_dag and self.show_windows.get("Task DAG", False):
exp, opened = self._begin_window("Task DAG", self.show_windows["Task DAG"]) exp, opened = imgui.begin("Task DAG", self.show_windows["Task DAG"])
self.show_windows["Task DAG"] = bool(opened) self.show_windows["Task DAG"] = bool(opened)
if exp: if exp:
self._render_task_dag_panel() self._render_task_dag_panel()
self._end_window() imgui.end()
if self.ui_separate_tier1 and self.show_windows.get("Tier 1: Strategy", False): if self.ui_separate_tier1 and self.show_windows.get("Tier 1: Strategy", False):
exp, opened = self._begin_window("Tier 1: Strategy", self.show_windows["Tier 1: Strategy"]) exp, opened = imgui.begin("Tier 1: Strategy", self.show_windows["Tier 1: Strategy"])
self.show_windows["Tier 1: Strategy"] = bool(opened) self.show_windows["Tier 1: Strategy"] = bool(opened)
if exp: if exp:
self._render_tier_stream_panel("Tier 1", "Tier 1") self._render_tier_stream_panel("Tier 1", "Tier 1")
self._end_window() imgui.end()
if self.ui_separate_tier2 and self.show_windows.get("Tier 2: Tech Lead", False): if self.ui_separate_tier2 and self.show_windows.get("Tier 2: Tech Lead", False):
exp, opened = self._begin_window("Tier 2: Tech Lead", self.show_windows["Tier 2: Tech Lead"]) exp, opened = imgui.begin("Tier 2: Tech Lead", self.show_windows["Tier 2: Tech Lead"])
self.show_windows["Tier 2: Tech Lead"] = bool(opened) self.show_windows["Tier 2: Tech Lead"] = bool(opened)
if exp: if exp:
self._render_tier_stream_panel("Tier 2", "Tier 2 (Tech Lead)") self._render_tier_stream_panel("Tier 2", "Tier 2 (Tech Lead)")
self._end_window() imgui.end()
if self.ui_separate_tier3 and self.show_windows.get("Tier 3: Workers", False): if self.ui_separate_tier3 and self.show_windows.get("Tier 3: Workers", False):
exp, opened = self._begin_window("Tier 3: Workers", self.show_windows["Tier 3: Workers"]) exp, opened = imgui.begin("Tier 3: Workers", self.show_windows["Tier 3: Workers"])
self.show_windows["Tier 3: Workers"] = bool(opened) self.show_windows["Tier 3: Workers"] = bool(opened)
if exp: if exp:
self._render_tier_stream_panel("Tier 3", None) self._render_tier_stream_panel("Tier 3", None)
self._end_window() imgui.end()
if self.ui_separate_tier4 and self.show_windows.get("Tier 4: QA", False): if self.ui_separate_tier4 and self.show_windows.get("Tier 4: QA", False):
exp, opened = self._begin_window("Tier 4: QA", self.show_windows["Tier 4: QA"]) exp, opened = imgui.begin("Tier 4: QA", self.show_windows["Tier 4: QA"])
self.show_windows["Tier 4: QA"] = bool(opened) self.show_windows["Tier 4: QA"] = bool(opened)
if exp: if exp:
self._render_tier_stream_panel("Tier 4", "Tier 4 (QA)") self._render_tier_stream_panel("Tier 4", "Tier 4 (QA)")
self._end_window() imgui.end()
if self.show_windows.get("Theme", False): if self.show_windows.get("Theme", False):
self._render_theme_panel() self._render_theme_panel()
if self.show_windows.get("Discussion Hub", False): if self.show_windows.get("Discussion Hub", False):
exp, opened = self._begin_window("Discussion Hub", self.show_windows["Discussion Hub"]) exp, opened = imgui.begin("Discussion Hub", self.show_windows["Discussion Hub"])
self.show_windows["Discussion Hub"] = bool(opened) self.show_windows["Discussion Hub"] = bool(opened)
if exp: if exp:
# Top part for the history # Top part for the history
@@ -806,37 +688,86 @@ class App:
else: else:
imgui.text_disabled("Message & Response panels are detached.") imgui.text_disabled("Message & Response panels are detached.")
self._end_window() imgui.end()
if self.show_windows.get("Operations Hub", False): if self.show_windows.get("Operations Hub", False):
self._render_operations_hub() exp, opened = imgui.begin("Operations Hub", self.show_windows["Operations Hub"])
self.show_windows["Operations Hub"] = bool(opened)
if exp:
imgui.text("Focus Agent:")
imgui.same_line()
focus_label = self.ui_focus_agent or "All"
if imgui.begin_combo("##focus_agent", focus_label, imgui.ComboFlags_.width_fit_preview):
if imgui.selectable("All", self.ui_focus_agent is None)[0]:
self.ui_focus_agent = None
for tier in ["Tier 2", "Tier 3", "Tier 4"]:
if imgui.selectable(tier, self.ui_focus_agent == tier)[0]:
self.ui_focus_agent = tier
imgui.end_combo()
imgui.same_line()
if self.ui_focus_agent:
if imgui.button("x##clear_focus"):
self.ui_focus_agent = None
if exp:
imgui.push_style_var(imgui.StyleVar_.item_spacing, imgui.ImVec2(10, 4))
ch1, self.ui_separate_tool_calls_panel = imgui.checkbox("Pop Out Tool Calls", self.ui_separate_tool_calls_panel)
if ch1: self.show_windows["Tool Calls"] = self.ui_separate_tool_calls_panel
imgui.same_line()
ch2, self.ui_separate_usage_analytics = imgui.checkbox("Pop Out Usage Analytics", self.ui_separate_usage_analytics)
if ch2: self.show_windows["Usage Analytics"] = self.ui_separate_usage_analytics
imgui.same_line()
ch3, self.ui_separate_external_tools = imgui.checkbox('Pop Out External Tools', self.ui_separate_external_tools)
if ch3: self.show_windows['External Tools'] = self.ui_separate_external_tools
imgui.pop_style_var()
show_tc_tab = not self.ui_separate_tool_calls_panel
show_usage_tab = not self.ui_separate_usage_analytics
if imgui.begin_tab_bar("ops_tabs"):
if imgui.begin_tab_item("Comms History")[0]:
self._render_comms_history_panel()
imgui.end_tab_item()
if show_tc_tab:
if imgui.begin_tab_item("Tool Calls")[0]:
self._render_tool_calls_panel()
imgui.end_tab_item()
if show_usage_tab:
if imgui.begin_tab_item("Usage Analytics")[0]:
self._render_usage_analytics_panel()
imgui.end_tab_item()
if not self.ui_separate_external_tools:
if imgui.begin_tab_item("External Tools")[0]:
self._render_external_tools_panel()
imgui.end_tab_item()
imgui.end_tab_bar()
imgui.end()
if self.ui_separate_message_panel and self.show_windows.get("Message", False): if self.ui_separate_message_panel and self.show_windows.get("Message", False):
exp, opened = self._begin_window("Message", self.show_windows["Message"]) exp, opened = imgui.begin("Message", self.show_windows["Message"])
self.show_windows["Message"] = bool(opened) self.show_windows["Message"] = bool(opened)
if exp: if exp:
self._render_message_panel() self._render_message_panel()
self._end_window() imgui.end()
if self.ui_separate_response_panel and self.show_windows.get("Response", False): if self.ui_separate_response_panel and self.show_windows.get("Response", False):
exp, opened = self._begin_window("Response", self.show_windows["Response"]) exp, opened = imgui.begin("Response", self.show_windows["Response"])
self.show_windows["Response"] = bool(opened) self.show_windows["Response"] = bool(opened)
if exp: if exp:
self._render_response_panel() self._render_response_panel()
self._end_window() imgui.end()
if self.ui_separate_tool_calls_panel and self.show_windows.get("Tool Calls", False): if self.ui_separate_tool_calls_panel and self.show_windows.get("Tool Calls", False):
exp, opened = self._begin_window("Tool Calls", self.show_windows["Tool Calls"]) exp, opened = imgui.begin("Tool Calls", self.show_windows["Tool Calls"])
self.show_windows["Tool Calls"] = bool(opened) self.show_windows["Tool Calls"] = bool(opened)
if exp: if exp:
self._render_tool_calls_panel() self._render_tool_calls_panel()
self._end_window() imgui.end()
if self.ui_separate_external_tools and self.show_windows.get('External Tools', False): if self.ui_separate_external_tools and self.show_windows.get('External Tools', False):
exp, opened = self._begin_window('External Tools', self.show_windows['External Tools']) exp, opened = imgui.begin('External Tools', self.show_windows['External Tools'])
self.show_windows['External Tools'] = bool(opened) self.show_windows['External Tools'] = bool(opened)
if exp: if exp:
self._render_external_tools_panel() self._render_external_tools_panel()
self._end_window() imgui.end()
if self.show_windows.get("Log Management", False): if self.show_windows.get("Log Management", False):
if self.perf_profiling_enabled: self.perf_monitor.start_component("_render_log_management") if self.perf_profiling_enabled: self.perf_monitor.start_component("_render_log_management")
@@ -1027,7 +958,6 @@ class App:
expanded, opened = imgui.begin("Last Script Output", self.show_script_output) expanded, opened = imgui.begin("Last Script Output", self.show_script_output)
self.show_script_output = bool(opened) self.show_script_output = bool(opened)
if expanded: if expanded:
self._render_frosted_background(imgui.get_window_pos(), imgui.get_window_size())
imgui.text("Script:") imgui.text("Script:")
imgui.same_line() imgui.same_line()
self._render_text_viewer("Last Script", self.ui_last_script_text) self._render_text_viewer("Last Script", self.ui_last_script_text)
@@ -1059,7 +989,6 @@ class App:
expanded, opened = imgui.begin(f"Text Viewer - {self.text_viewer_title}", self.show_text_viewer) expanded, opened = imgui.begin(f"Text Viewer - {self.text_viewer_title}", self.show_text_viewer)
self.show_text_viewer = bool(opened) self.show_text_viewer = bool(opened)
if expanded: if expanded:
self._render_frosted_background(imgui.get_window_pos(), imgui.get_window_size())
if self.ui_word_wrap: if self.ui_word_wrap:
imgui.begin_child("tv_wrap", imgui.ImVec2(-1, -1), False) imgui.begin_child("tv_wrap", imgui.ImVec2(-1, -1), False)
imgui.push_text_wrap_pos(imgui.get_content_region_avail().x) imgui.push_text_wrap_pos(imgui.get_content_region_avail().x)
@@ -1119,8 +1048,6 @@ class App:
if pushed_prior_tint: if pushed_prior_tint:
imgui.pop_style_color() imgui.pop_style_color()
if pushed_frosted_style:
imgui.pop_style_color()
if self.perf_profiling_enabled: self.perf_monitor.end_component("_gui_func") if self.perf_profiling_enabled: self.perf_monitor.end_component("_gui_func")
@@ -2007,6 +1934,7 @@ class App:
imgui.text(f"History: {key}") imgui.text(f"History: {key}")
hist_data = self.perf_monitor.get_history(key) hist_data = self.perf_monitor.get_history(key)
if hist_data: if hist_data:
import numpy as np
imgui.plot_lines(f"##plot_{key}", np.array(hist_data, dtype=np.float32), graph_size=imgui.ImVec2(-1, 60)) imgui.plot_lines(f"##plot_{key}", np.array(hist_data, dtype=np.float32), graph_size=imgui.ImVec2(-1, 60))
else: else:
imgui.text_disabled(f"(no history data for {key})") imgui.text_disabled(f"(no history data for {key})")
@@ -2154,7 +2082,6 @@ def hello():
if self.perf_profiling_enabled: self.perf_monitor.end_component("_render_screenshots_panel") if self.perf_profiling_enabled: self.perf_monitor.end_component("_render_screenshots_panel")
def _render_discussion_panel(self) -> None: def _render_discussion_panel(self) -> None:
self._render_frosted_background(imgui.get_window_pos(), imgui.get_window_size())
if self.perf_profiling_enabled: self.perf_monitor.start_component("_render_discussion_panel") if self.perf_profiling_enabled: self.perf_monitor.start_component("_render_discussion_panel")
# THINKING indicator # THINKING indicator
is_thinking = self.ai_status in ['sending...', 'streaming...', 'running powershell...'] is_thinking = self.ai_status in ['sending...', 'streaming...', 'running powershell...']
@@ -3978,7 +3905,6 @@ def hello():
exp, opened = imgui.begin("Theme", self.show_windows["Theme"]) exp, opened = imgui.begin("Theme", self.show_windows["Theme"])
self.show_windows["Theme"] = bool(opened) self.show_windows["Theme"] = bool(opened)
if exp: if exp:
self._render_frosted_background(imgui.get_window_pos(), imgui.get_window_size())
imgui.text("Palette") imgui.text("Palette")
cp = theme.get_current_palette() cp = theme.get_current_palette()
if imgui.begin_combo("##pal", cp): if imgui.begin_combo("##pal", cp):
@@ -4052,10 +3978,6 @@ def hello():
gui_cfg["crt_filter_enabled"] = self.ui_crt_filter gui_cfg["crt_filter_enabled"] = self.ui_crt_filter
self._flush_to_config() self._flush_to_config()
models.save_config(self.config) models.save_config(self.config)
ch_fg, fg_val = imgui.checkbox("Frosted Glass Effect", theme.get_frosted_glass_enabled())
if ch_fg:
theme.set_frosted_glass_enabled(fg_val)
self._flush_to_config() self._flush_to_config()
models.save_config(self.config) models.save_config(self.config)
imgui.end() imgui.end()
@@ -4101,8 +4023,36 @@ def hello():
def _post_init(self) -> None: def _post_init(self) -> None:
theme.apply_current() theme.apply_current()
self.shader_manager.setup_background_shader()
self.shader_manager.setup_frosted_glass_shader() def _init_blur_pipeline(self):
if self._blur_pipeline is None:
self._blur_pipeline = BlurPipeline()
ws = imgui.get_io().display_size
fb_scale = imgui.get_io().display_framebuffer_scale.x
if ws.x <= 0 or ws.y <= 0:
return False
if fb_scale <= 0:
fb_scale = 1.0
self._blur_pipeline.setup_fbos(int(ws.x), int(ws.y), fb_scale)
self._blur_pipeline.compile_deepsea_shader()
self._blur_pipeline.compile_blur_shaders()
return True
def _pre_new_frame(self) -> None:
if not self.ui_frosted_glass_enabled:
return
ws = imgui.get_io().display_size
fb_scale = imgui.get_io().display_framebuffer_scale.x
if ws.x <= 0 or ws.y <= 0:
return
if fb_scale <= 0:
fb_scale = 1.0
if self._blur_pipeline is None:
if not self._init_blur_pipeline():
return
import time
t = time.time()
self._blur_pipeline.prepare_global_blur(int(ws.x), int(ws.y), t, fb_scale)
def run(self) -> None: def run(self) -> None:
"""Initializes the ImGui runner and starts the main application loop.""" """Initializes the ImGui runner and starts the main application loop."""
@@ -4159,6 +4109,8 @@ def hello():
self.runner_params.callbacks.load_additional_fonts = self._load_fonts self.runner_params.callbacks.load_additional_fonts = self._load_fonts
self.runner_params.callbacks.setup_imgui_style = theme.apply_current self.runner_params.callbacks.setup_imgui_style = theme.apply_current
self.runner_params.callbacks.post_init = self._post_init self.runner_params.callbacks.post_init = self._post_init
self.runner_params.callbacks.pre_new_frame = self._pre_new_frame
self.runner_params.callbacks.custom_background = self._render_custom_background
self._fetch_models(self.current_provider) self._fetch_models(self.current_provider)
md_options = markdown_helper.get_renderer().options md_options = markdown_helper.get_renderer().options
immapp.run(self.runner_params, add_ons_params=immapp.AddOnsParams(with_markdown_options=md_options)) immapp.run(self.runner_params, add_ons_params=immapp.AddOnsParams(with_markdown_options=md_options))

View File

@@ -5,113 +5,6 @@ class ShaderManager:
self.program = None self.program = None
self.bg_program = None self.bg_program = None
self.pp_program = None self.pp_program = None
self.blur_h_program = None
self.blur_v_program = None
self.blur_fbo = None
self.scene_fbo = None
self.temp_fbo = None
self.scene_tex = None
self.blur_tex = None
self.temp_tex = None
self.fbo_width = 0
self.fbo_height = 0
self._vao = None
def _ensure_vao(self):
if self._vao is None:
try:
import sys
if sys.platform == "win32":
self._vao = gl.glGenVertexArrays(1)
else:
# Some non-win32 environments might not support VAOs or need different handling
self._vao = gl.glGenVertexArrays(1)
except Exception:
pass
if self._vao is not None:
gl.glBindVertexArray(self._vao)
def setup_capture_fbo(self, width, height):
if self.blur_fbo is not None:
gl.glDeleteFramebuffers(1, [self.blur_fbo])
if self.scene_fbo is not None:
gl.glDeleteFramebuffers(1, [self.scene_fbo])
if self.temp_fbo is not None:
gl.glDeleteFramebuffers(1, [self.temp_fbo])
if self.scene_tex is not None:
gl.glDeleteTextures(1, [self.scene_tex])
if self.blur_tex is not None:
gl.glDeleteTextures(1, [self.blur_tex])
if self.temp_tex is not None:
gl.glDeleteTextures(1, [self.temp_tex])
self.scene_tex = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.scene_tex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
self.scene_fbo = gl.glGenFramebuffers(1)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.scene_fbo)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, self.scene_tex, 0)
if gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) != gl.GL_FRAMEBUFFER_COMPLETE:
raise RuntimeError("Scene Framebuffer not complete")
self.temp_tex = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.temp_tex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
self.temp_fbo = gl.glGenFramebuffers(1)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.temp_fbo)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, self.temp_tex, 0)
if gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) != gl.GL_FRAMEBUFFER_COMPLETE:
raise RuntimeError("Temp Framebuffer not complete")
self.blur_tex = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.blur_tex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
self.blur_fbo = gl.glGenFramebuffers(1)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.blur_fbo)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, self.blur_tex, 0)
if gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) != gl.GL_FRAMEBUFFER_COMPLETE:
raise RuntimeError("Blur Framebuffer not complete")
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
self.fbo_width = width
self.fbo_height = height
def render_background_to_fbo(self, width, height, time):
if self.scene_fbo is None or self.fbo_width != width or self.fbo_height != height:
self.setup_capture_fbo(width, height)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.scene_fbo)
gl.glViewport(0, 0, width, height)
self.render_background(width, height, time)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
def prepare_global_blur(self, width, height, radius, tint, opacity, time):
self.render_background_to_fbo(width, height, time)
self.render_blur(self.scene_tex, width, height, radius, tint, opacity)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
def capture_begin(self, width, height):
if self.blur_fbo is None or self.fbo_width != width or self.fbo_height != height:
self.setup_capture_fbo(width, height)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.blur_fbo)
gl.glViewport(0, 0, width, height)
def capture_end(self):
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
def compile_shader(self, vertex_src: str, fragment_src: str) -> int: def compile_shader(self, vertex_src: str, fragment_src: str) -> int:
program = gl.glCreateProgram() program = gl.glCreateProgram()
@@ -186,44 +79,9 @@ void main() {
uniform float u_time; uniform float u_time;
uniform vec2 u_resolution; uniform vec2 u_resolution;
out vec4 FragColor; out vec4 FragColor;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(mix(hash(i + vec2(0.0, 0.0)), hash(i + vec2(1.0, 0.0)), u.x),
mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x), u.y);
}
void main() { void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy; vec2 uv = gl_FragCoord.xy / u_resolution.xy;
vec2 p = uv * 2.0 - 1.0; vec3 col = 0.5 + 0.5 * cos(u_time + uv.xyx + vec3(0, 2, 4));
p.x *= u_resolution.x / u_resolution.y;
// Deep sea background gradient (dark blue)
vec3 col = mix(vec3(0.01, 0.03, 0.08), vec3(0.0, 0.08, 0.15), uv.y);
// Moving blobs / caustics
float n = 0.0;
float t = u_time * 0.15;
n += noise(p * 1.2 + vec2(t * 0.8, t * 0.5)) * 0.4;
n += noise(p * 2.5 - vec2(t * 0.4, t * 0.9)) * 0.2;
col += vec3(0.05, 0.12, 0.22) * n;
// Bright highlights (caustics approximation)
float c = 0.0;
for(int i=0; i<3; i++) {
vec2 p2 = p * (float(i) + 1.0) * 0.4;
p2 += vec2(sin(t + p2.y * 1.5), cos(t + p2.x * 1.5));
c += abs(0.015 / (length(p2) - 0.4));
}
col += vec3(0.1, 0.25, 0.45) * c * 0.12;
FragColor = vec4(col, 1.0); FragColor = vec4(col, 1.0);
} }
""" """
@@ -239,7 +97,6 @@ void main() {
u_res_loc = gl.glGetUniformLocation(self.bg_program, "u_resolution") u_res_loc = gl.glGetUniformLocation(self.bg_program, "u_resolution")
if u_res_loc != -1: if u_res_loc != -1:
gl.glUniform2f(u_res_loc, float(width), float(height)) gl.glUniform2f(u_res_loc, float(width), float(height))
self._ensure_vao()
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glUseProgram(0) gl.glUseProgram(0)
@@ -291,114 +148,327 @@ void main() {
u_time_loc = gl.glGetUniformLocation(self.pp_program, "u_time") u_time_loc = gl.glGetUniformLocation(self.pp_program, "u_time")
if u_time_loc != -1: if u_time_loc != -1:
gl.glUniform1f(u_time_loc, float(time)) gl.glUniform1f(u_time_loc, float(time))
self._ensure_vao()
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0) gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glUseProgram(0)
def setup_frosted_glass_shader(self): class BlurPipeline:
vertex_src = """ def __init__(self):
self.scene_fbo: int | None = None
self.scene_tex: int | None = None
self.blur_fbo_a: int | None = None
self.blur_tex_a: int | None = None
self.blur_fbo_b: int | None = None
self.blur_tex_b: int | None = None
self.h_blur_program: int | None = None
self.v_blur_program: int | None = None
self.deepsea_program: int | None = None
self._quad_vao: int | None = None
self._fb_width: int = 0
self._fb_height: int = 0
self._fb_scale: int = 1
def _compile_shader(self, vertex_src: str, fragment_src: str) -> int:
program = gl.glCreateProgram()
def _compile(src, shader_type):
shader = gl.glCreateShader(shader_type)
gl.glShaderSource(shader, src)
gl.glCompileShader(shader)
if not gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS):
info_log = gl.glGetShaderInfoLog(shader)
if hasattr(info_log, "decode"):
info_log = info_log.decode()
raise RuntimeError(f"Shader compilation failed: {info_log}")
return shader
vert_shader = _compile(vertex_src, gl.GL_VERTEX_SHADER)
frag_shader = _compile(fragment_src, gl.GL_FRAGMENT_SHADER)
gl.glAttachShader(program, vert_shader)
gl.glAttachShader(program, frag_shader)
gl.glLinkProgram(program)
if not gl.glGetProgramiv(program, gl.GL_LINK_STATUS):
info_log = gl.glGetProgramInfoLog(program)
if hasattr(info_log, "decode"):
info_log = info_log.decode()
raise RuntimeError(f"Program linking failed: {info_log}")
gl.glDeleteShader(vert_shader)
gl.glDeleteShader(frag_shader)
return program
def _create_fbo(self, width: int, height: int) -> tuple[int, int]:
if width <= 0 or height <= 0:
raise ValueError(f"Invalid FBO dimensions: {width}x{height}")
tex = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
fbo = gl.glGenFramebuffers(1)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, tex, 0)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
return fbo, tex
def _create_quad_vao(self) -> int:
import ctypes
vao = gl.glGenVertexArrays(1)
gl.glBindVertexArray(vao)
vertices = (ctypes.c_float * 16)(
-1.0, -1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0
)
vbo = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
gl.glBufferData(gl.GL_ARRAY_BUFFER, ctypes.sizeof(vertices), vertices, gl.GL_STATIC_DRAW)
gl.glEnableVertexAttribArray(0)
gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, gl.GL_FALSE, 16, None)
gl.glEnableVertexAttribArray(1)
gl.glVertexAttribPointer(1, 2, gl.GL_FLOAT, gl.GL_FALSE, 16, ctypes.c_void_p(8))
gl.glBindVertexArray(0)
return vao
def setup_fbos(self, width: int, height: int, fb_scale: float = 1.0):
scale = max(1, int(fb_scale))
blur_w = max(1, (width * scale) // 4)
blur_h = max(1, (height * scale) // 4)
self._fb_width = blur_w
self._fb_height = blur_h
self._fb_scale = scale
scene_w = width * scale
scene_h = height * scale
self.scene_fbo, self.scene_tex = self._create_fbo(scene_w, scene_h)
self.blur_fbo_a, self.blur_tex_a = self._create_fbo(blur_w, blur_h)
self.blur_fbo_b, self.blur_tex_b = self._create_fbo(blur_w, blur_h)
def compile_blur_shaders(self):
vert_src = """
#version 330 core #version 330 core
const vec2 positions[4] = vec2[]( layout(location = 0) in vec2 a_position;
vec2(-1.0, -1.0), layout(location = 1) in vec2 a_texcoord;
vec2( 1.0, -1.0),
vec2(-1.0, 1.0),
vec2( 1.0, 1.0)
);
const vec2 uvs[4] = vec2[](
vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 1.0)
);
out vec2 v_uv; out vec2 v_uv;
void main() { void main() {
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0); gl_Position = vec4(a_position, 0.0, 1.0);
v_uv = uvs[gl_VertexID]; v_uv = a_texcoord;
} }
""" """
fragment_src_h = """ h_frag_src = """
#version 330 core #version 330 core
in vec2 v_uv; in vec2 v_uv;
uniform sampler2D u_texture; uniform sampler2D u_texture;
uniform float u_blur_radius; uniform vec2 u_texel_size;
uniform vec2 u_direction;
out vec4 FragColor; out vec4 FragColor;
void main() { void main() {
float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); vec2 offset = vec2(u_texel_size.x, 0.0);
vec2 res = vec2(textureSize(u_texture, 0)); vec4 sum = vec4(0.0);
vec2 tex_offset = (u_blur_radius / res) * u_direction * 2.5; // Multiplied by 2.5 for milky effect sum += texture(u_texture, v_uv - offset * 6.0) * 0.0152;
vec4 result = texture(u_texture, v_uv) * weight[0]; sum += texture(u_texture, v_uv - offset * 5.0) * 0.0300;
for(int i = 1; i < 5; ++i) { sum += texture(u_texture, v_uv - offset * 4.0) * 0.0525;
result += texture(u_texture, v_uv + tex_offset * float(i)) * weight[i]; sum += texture(u_texture, v_uv - offset * 3.0) * 0.0812;
result += texture(u_texture, v_uv - tex_offset * float(i)) * weight[i]; sum += texture(u_texture, v_uv - offset * 2.0) * 0.1110;
} sum += texture(u_texture, v_uv - offset * 1.0) * 0.1342;
FragColor = result; sum += texture(u_texture, v_uv) * 0.1432;
sum += texture(u_texture, v_uv + offset * 1.0) * 0.1342;
sum += texture(u_texture, v_uv + offset * 2.0) * 0.1110;
sum += texture(u_texture, v_uv + offset * 3.0) * 0.0812;
sum += texture(u_texture, v_uv + offset * 4.0) * 0.0525;
sum += texture(u_texture, v_uv + offset * 5.0) * 0.0300;
sum += texture(u_texture, v_uv + offset * 6.0) * 0.0152;
FragColor = sum;
} }
""" """
fragment_src_v = """ v_frag_src = """
#version 330 core #version 330 core
in vec2 v_uv; in vec2 v_uv;
uniform sampler2D u_texture; uniform sampler2D u_texture;
uniform float u_blur_radius; uniform vec2 u_texel_size;
uniform vec2 u_direction;
uniform float u_tint_intensity;
uniform float u_opacity;
out vec4 FragColor; out vec4 FragColor;
void main() { void main() {
float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); vec2 offset = vec2(0.0, u_texel_size.y);
vec2 res = vec2(textureSize(u_texture, 0)); vec4 sum = vec4(0.0);
vec2 tex_offset = (u_blur_radius / res) * u_direction * 2.5; // Multiplied by 2.5 for milky effect sum += texture(u_texture, v_uv - offset * 6.0) * 0.0152;
vec4 result = texture(u_texture, v_uv) * weight[0]; sum += texture(u_texture, v_uv - offset * 5.0) * 0.0300;
for(int i = 1; i < 5; ++i) { sum += texture(u_texture, v_uv - offset * 4.0) * 0.0525;
result += texture(u_texture, v_uv + tex_offset * float(i)) * weight[i]; sum += texture(u_texture, v_uv - offset * 3.0) * 0.0812;
result += texture(u_texture, v_uv - tex_offset * float(i)) * weight[i]; sum += texture(u_texture, v_uv - offset * 2.0) * 0.1110;
} sum += texture(u_texture, v_uv - offset * 1.0) * 0.1342;
vec3 tint_color = vec3(0.05, 0.07, 0.12); // Slightly deeper tint sum += texture(u_texture, v_uv) * 0.1432;
vec3 tinted = mix(result.rgb, tint_color, u_tint_intensity); sum += texture(u_texture, v_uv + offset * 1.0) * 0.1342;
FragColor = vec4(tinted, result.a * u_opacity); sum += texture(u_texture, v_uv + offset * 2.0) * 0.1110;
sum += texture(u_texture, v_uv + offset * 3.0) * 0.0812;
sum += texture(u_texture, v_uv + offset * 4.0) * 0.0525;
sum += texture(u_texture, v_uv + offset * 5.0) * 0.0300;
sum += texture(u_texture, v_uv + offset * 6.0) * 0.0152;
FragColor = sum;
} }
""" """
self.blur_h_program = self.compile_shader(vertex_src, fragment_src_h) self.h_blur_program = self._compile_shader(vert_src, h_frag_src)
self.blur_v_program = self.compile_shader(vertex_src, fragment_src_v) self.v_blur_program = self._compile_shader(vert_src, v_frag_src)
def render_blur(self, texture_id, width, height, radius, tint, opacity): def compile_deepsea_shader(self):
if not self.blur_h_program or not self.blur_v_program: vert_src = """
#version 330 core
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texcoord;
out vec2 v_uv;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_uv = a_texcoord;
}
"""
frag_src = """
#version 330 core
in vec2 v_uv;
uniform float u_time;
uniform vec2 u_resolution;
out vec4 FragColor;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
float fbm(vec2 p) {
float v = 0.0;
float a = 0.5;
for (int i = 0; i < 4; i++) {
v += a * noise(p);
p *= 2.0;
a *= 0.5;
}
return v;
}
void main() {
vec2 uv = v_uv;
float t = u_time * 0.3;
vec3 col = vec3(0.01, 0.05, 0.12);
for (int i = 0; i < 3; i++) {
float phase = t * (0.1 + float(i) * 0.05);
vec2 blob_uv = uv + vec2(sin(phase), cos(phase * 0.8)) * 0.3;
float blob = fbm(blob_uv * 3.0 + t * 0.2);
col = mix(col, vec3(0.02, 0.20, 0.40), blob * 0.4);
}
float line_alpha = 0.0;
for (int i = 0; i < 12; i++) {
float fi = float(i);
float offset = mod(t * 15.0 + fi * (u_resolution.x / 12.0), u_resolution.x);
float line_x = offset / u_resolution.x;
float dist = abs(uv.x - line_x);
float alpha = smoothstep(0.02, 0.0, dist) * (0.1 + 0.05 * sin(t + fi));
line_alpha += alpha;
}
col += vec3(0.04, 0.35, 0.55) * line_alpha;
float vignette = 1.0 - length(uv - 0.5) * 0.8;
col *= vignette;
FragColor = vec4(col, 1.0);
}
"""
self.deepsea_program = self._compile_shader(vert_src, frag_src)
self._quad_vao = self._create_quad_vao()
def render_deepsea_to_fbo(self, width: int, height: int, time: float):
if not self.deepsea_program or not self.scene_fbo or not self._quad_vao:
return return
scene_w = width * self._fb_scale
self._ensure_vao() scene_h = height * self._fb_scale
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.scene_fbo)
# Pass 1: Horizontal blur to temp_fbo gl.glViewport(0, 0, scene_w, scene_h)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.temp_fbo) gl.glClearColor(0.01, 0.05, 0.12, 1.0)
gl.glViewport(0, 0, width, height)
gl.glClear(gl.GL_COLOR_BUFFER_BIT) gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glUseProgram(self.deepsea_program)
gl.glUseProgram(self.blur_h_program) u_time_loc = gl.glGetUniformLocation(self.deepsea_program, "u_time")
gl.glActiveTexture(gl.GL_TEXTURE0) if u_time_loc != -1:
gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id) gl.glUniform1f(u_time_loc, time)
u_res_loc = gl.glGetUniformLocation(self.deepsea_program, "u_resolution")
gl.glUniform1i(gl.glGetUniformLocation(self.blur_h_program, "u_texture"), 0) if u_res_loc != -1:
gl.glUniform1f(gl.glGetUniformLocation(self.blur_h_program, "u_blur_radius"), float(radius)) gl.glUniform2f(u_res_loc, float(scene_w), float(scene_h))
gl.glUniform2f(gl.glGetUniformLocation(self.blur_h_program, "u_direction"), 1.0, 0.0) gl.glBindVertexArray(self._quad_vao)
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glBindVertexArray(0)
gl.glUseProgram(0)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
# Pass 2: Vertical blur to blur_fbo def _render_quad(self, program: int, src_tex: int, texel_size: tuple[float, float]):
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.blur_fbo) gl.glUseProgram(program)
gl.glViewport(0, 0, width, height)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glUseProgram(self.blur_v_program)
gl.glActiveTexture(gl.GL_TEXTURE0) gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.temp_tex) gl.glBindTexture(gl.GL_TEXTURE_2D, src_tex)
u_tex = gl.glGetUniformLocation(program, "u_texture")
gl.glUniform1i(gl.glGetUniformLocation(self.blur_v_program, "u_texture"), 0) if u_tex != -1:
gl.glUniform1f(gl.glGetUniformLocation(self.blur_v_program, "u_blur_radius"), float(radius)) gl.glUniform1i(u_tex, 0)
gl.glUniform2f(gl.glGetUniformLocation(self.blur_v_program, "u_direction"), 0.0, 1.0) u_ts = gl.glGetUniformLocation(program, "u_texel_size")
gl.glUniform1f(gl.glGetUniformLocation(self.blur_v_program, "u_tint_intensity"), float(tint)) if u_ts != -1:
gl.glUniform1f(gl.glGetUniformLocation(self.blur_v_program, "u_opacity"), float(opacity)) gl.glUniform2f(u_ts, texel_size[0], texel_size[1])
gl.glBindVertexArray(self._quad_vao)
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
gl.glBindVertexArray(0)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0) gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glUseProgram(0) gl.glUseProgram(0)
def prepare_blur(self, width: int, height: int, time: float):
if not self.h_blur_program or not self.v_blur_program:
return
if not self.blur_fbo_a or not self.blur_fbo_b:
return
blur_w = max(1, self._fb_width)
blur_h = max(1, self._fb_height)
texel_x = 1.0 / float(blur_w)
texel_y = 1.0 / float(blur_h)
gl.glViewport(0, 0, blur_w, blur_h)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.blur_fbo_a)
gl.glClearColor(0.0, 0.0, 0.0, 0.0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
self._render_quad(self.h_blur_program, self.scene_tex, (texel_x, texel_y))
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.blur_fbo_b)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
self._render_quad(self.v_blur_program, self.blur_tex_a, (texel_x, texel_y))
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
restore_w = width * self._fb_scale
restore_h = height * self._fb_scale
gl.glViewport(0, 0, restore_w, restore_h)
def prepare_global_blur(self, width: int, height: int, time: float, fb_scale: float = 1.0):
if not self.scene_fbo:
if self._fb_scale != int(fb_scale):
self.setup_fbos(width, height, fb_scale)
self.render_deepsea_to_fbo(width, height, time)
self.prepare_blur(width, height, time)
def get_blur_texture(self) -> int | None:
return self.blur_tex_b
def cleanup(self):
fbos = [f for f in [self.scene_fbo, self.blur_fbo_a, self.blur_fbo_b] if f is not None]
texs = [t for t in [self.scene_tex, self.blur_tex_a, self.blur_tex_b] if t is not None]
progs = [p for p in [self.h_blur_program, self.v_blur_program, self.deepsea_program] if p is not None]
if fbos:
gl.glDeleteFramebuffers(len(fbos), fbos)
if texs:
gl.glDeleteTextures(len(texs), texs)
if progs:
for p in progs:
gl.glDeleteProgram(p)
if self._quad_vao:
gl.glDeleteVertexArrays(1, [self._quad_vao])
self.scene_fbo = None
self.scene_tex = None
self.blur_fbo_a = None
self.blur_tex_a = None
self.blur_fbo_b = None
self.blur_tex_b = None
self.h_blur_program = None
self.v_blur_program = None
self.deepsea_program = None
self._quad_vao = None

View File

@@ -235,10 +235,6 @@ _current_font_size: float = 16.0
_current_scale: float = 1.0 _current_scale: float = 1.0
_transparency: float = 1.0 _transparency: float = 1.0
_child_transparency: float = 1.0 _child_transparency: float = 1.0
_frosted_glass_enabled: bool = False
_frosted_blur_radius: float = 8.0
_frosted_tint_intensity: float = 0.1
_frosted_opacity: float = 1.0
# ------------------------------------------------------------------ public API # ------------------------------------------------------------------ public API
@@ -273,34 +269,6 @@ def set_child_transparency(val: float) -> None:
_child_transparency = val _child_transparency = val
apply(_current_palette) apply(_current_palette)
def get_frosted_glass_enabled() -> bool:
return _frosted_glass_enabled
def set_frosted_glass_enabled(val: bool) -> None:
global _frosted_glass_enabled
_frosted_glass_enabled = val
def get_frosted_blur_radius() -> float:
return _frosted_blur_radius
def set_frosted_blur_radius(val: float) -> None:
global _frosted_blur_radius
_frosted_blur_radius = val
def get_frosted_tint_intensity() -> float:
return _frosted_tint_intensity
def set_frosted_tint_intensity(val: float) -> None:
global _frosted_tint_intensity
_frosted_tint_intensity = val
def get_frosted_opacity() -> float:
return _frosted_opacity
def set_frosted_opacity(val: float) -> None:
global _frosted_opacity
_frosted_opacity = val
def apply(palette_name: str) -> None: def apply(palette_name: str) -> None:
""" """
Apply a named palette by setting all ImGui style colors and applying global professional styling. Apply a named palette by setting all ImGui style colors and applying global professional styling.
@@ -382,17 +350,13 @@ def save_to_config(config: dict) -> None:
config["theme"]["scale"] = _current_scale config["theme"]["scale"] = _current_scale
config["theme"]["transparency"] = _transparency config["theme"]["transparency"] = _transparency
config["theme"]["child_transparency"] = _child_transparency config["theme"]["child_transparency"] = _child_transparency
config["theme"]["frosted_glass_enabled"] = _frosted_glass_enabled
config["theme"]["frosted_blur_radius"] = _frosted_blur_radius
config["theme"]["frosted_tint_intensity"] = _frosted_tint_intensity
config["theme"]["frosted_opacity"] = _frosted_opacity
sys.stderr.write(f"[DEBUG theme_2] save_to_config: palette={_current_palette}, transparency={_transparency}\n") sys.stderr.write(f"[DEBUG theme_2] save_to_config: palette={_current_palette}, transparency={_transparency}\n")
sys.stderr.flush() sys.stderr.flush()
def load_from_config(config: dict) -> None: def load_from_config(config: dict) -> None:
"""Read [theme] from config. Font is handled separately at startup.""" """Read [theme] from config. Font is handled separately at startup."""
import sys import sys
global _current_font_path, _current_font_size, _current_scale, _current_palette, _transparency, _child_transparency, _frosted_glass_enabled, _frosted_blur_radius, _frosted_tint_intensity, _frosted_opacity global _current_font_path, _current_font_size, _current_scale, _current_palette, _transparency, _child_transparency
t = config.get("theme", {}) t = config.get("theme", {})
sys.stderr.write(f"[DEBUG theme_2] load_from_config raw: {t}\n") sys.stderr.write(f"[DEBUG theme_2] load_from_config raw: {t}\n")
sys.stderr.flush() sys.stderr.flush()
@@ -405,10 +369,6 @@ def load_from_config(config: dict) -> None:
_current_scale = float(t.get("scale", 1.0)) _current_scale = float(t.get("scale", 1.0))
_transparency = float(t.get("transparency", 1.0)) _transparency = float(t.get("transparency", 1.0))
_child_transparency = float(t.get("child_transparency", 1.0)) _child_transparency = float(t.get("child_transparency", 1.0))
_frosted_glass_enabled = bool(t.get("frosted_glass_enabled", False))
_frosted_blur_radius = float(t.get("frosted_blur_radius", 8.0))
_frosted_tint_intensity = float(t.get("frosted_tint_intensity", 0.1))
_frosted_opacity = float(t.get("frosted_opacity", 1.0))
sys.stderr.write(f"[DEBUG theme_2] load_from_config effective: palette={_current_palette}, transparency={_transparency}\n") sys.stderr.write(f"[DEBUG theme_2] load_from_config effective: palette={_current_palette}, transparency={_transparency}\n")
sys.stderr.flush() sys.stderr.flush()

View File

@@ -1,42 +0,0 @@
import pytest
from unittest.mock import patch, MagicMock
import OpenGL.GL as gl
def test_shader_manager_fbo_initialization():
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glGenFramebuffers.side_effect = [1, 2]
mock_gl.glGenTextures.side_effect = [3, 4]
mock_gl.glCheckFramebufferStatus.return_value = mock_gl.GL_FRAMEBUFFER_COMPLETE
from src.shader_manager import ShaderManager
manager = ShaderManager()
manager.setup_capture_fbo(800, 600)
assert manager.scene_fbo == 1
assert manager.blur_fbo == 2
assert manager.scene_tex == 3
assert manager.blur_tex == 4
assert mock_gl.glGenFramebuffers.call_count == 2
assert mock_gl.glGenTextures.call_count == 2
assert mock_gl.glCheckFramebufferStatus.call_count == 2
def test_shader_manager_capture_lifecycle():
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glCheckFramebufferStatus.return_value = mock_gl.GL_FRAMEBUFFER_COMPLETE
mock_gl.glGenFramebuffers.side_effect = [1, 2]
mock_gl.glGenTextures.side_effect = [3, 4]
from src.shader_manager import ShaderManager
manager = ShaderManager()
# Ensure setup is called on first capture
manager.capture_begin(1024, 768)
assert manager.fbo_width == 1024
assert manager.fbo_height == 768
# Should bind the blur FBO
mock_gl.glBindFramebuffer.assert_any_call(mock_gl.GL_FRAMEBUFFER, manager.blur_fbo)
mock_gl.glBindFramebuffer.reset_mock()
manager.capture_end()
# Verify unbind (glBindFramebuffer(..., 0))
mock_gl.glBindFramebuffer.assert_called_with(mock_gl.GL_FRAMEBUFFER, 0)

View File

@@ -0,0 +1,26 @@
import pytest
from unittest.mock import patch, MagicMock
from src.gui_2 import App
def test_frosted_glass_disabled():
with patch("src.gui_2.imgui") as mock_imgui:
with patch("src.gui_2.gl") as mock_gl:
app = App()
app.ui_frosted_glass_enabled = False
app._render_frosted_background((0, 0), (100, 100))
assert app._blur_pipeline is None
mock_gl.glEnable.assert_not_called()
mock_gl.glBlendFunc.assert_not_called()
mock_gl.glBindTexture.assert_not_called()
mock_gl.glBegin.assert_not_called()
mock_gl.glEnd.assert_not_called()
mock_gl.glDisable.assert_not_called()
mock_imgui.get_io().display_size.assert_not_called()
mock_imgui.get_io().display_framebuffer_scale.assert_not_called()
mock_imgui.get_window_draw_list.assert_not_called()
mock_imgui.get_window_pos.assert_not_called()
mock_imgui.get_window_size.assert_not_called()
mock_imgui.get_color_u32.assert_not_called()
mock_imgui.push_texture_id.assert_not_called()
mock_imgui.pop_texture_id.assert_not_called()

View File

@@ -1,19 +0,0 @@
import pytest
from unittest.mock import patch, MagicMock
def test_shader_manager_frosted_glass_compilation():
# Mock OpenGL before importing ShaderManager
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glCreateProgram.return_value = 1
mock_gl.glCreateShader.return_value = 2
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
from src.shader_manager import ShaderManager
manager = ShaderManager()
# This should fail initially because the method doesn't exist
manager.setup_frosted_glass_shader()
assert manager.blur_program is not None
assert mock_gl.glCreateProgram.called

View File

@@ -26,5 +26,84 @@ def test_gui2_old_windows_removed_from_show_windows(app_instance: App) -> None:
"Provider", "System Prompts", "Provider", "System Prompts",
"Comms History" "Comms History"
] ]
for old_win in old_windows:
from src.gui_2 import App
def test_gui2_hubs_exist_in_show_windows(app_instance: App) -> None:
expected_hubs = [
"Context Hub",
"AI Settings",
"Discussion Hub",
"Operations Hub",
"Files & Media",
"Theme",
]
for hub in expected_hubs:
assert hub in app_instance.show_windows, f"Expected hub window '{hub}' not found in show_windows"
def test_gui2_old_windows_removed_from_show_windows(app_instance: App) -> None:
old_windows = [
"Projects", "Files", "Screenshots",
"Provider", "System Prompts",
"Comms History"
]
for old_win in old_windows: for old_win in old_windows:
assert old_win not in app_instance.show_windows, f"Old window '{old_win}' should have been removed from show_windows" assert old_win not in app_instance.show_windows, f"Old window '{old_win}' should have been removed from show_windows"
def test_frosted_glass_disabled():
with patch("src.gui_2.imgui"):
app = App()
app.ui_frosted_glass_enabled = False
app._render_frosted_background((0, 0), (100, 100))
assert not app._blur_pipeline is None or not app._blur_pipeline.prepare_global_blur.called
imgui.get_io().display_size.assert_not_called()
imgui.get_io().display_framebuffer_scale.assert_not_called()
imgui.get_window_draw_list.assert_not_called()
imgui.get_window_pos.assert_not_called()
imgui.get_window_size.assert_not_called()
imgui.get_color_u32.assert_not_called()
imgui.push_texture_id.assert_not_called()
imgui.pop_texture_id.assert_not_called()
dl.add_image_quad.assert_not_called()
imgui.pop_texture_id.assert_not_called()
gl.glEnable.assert_not_called()
gl.glBlendFunc.assert_not_called()
gl.glBindTexture.assert_not_called()
gl.glBegin.assert_not_called()
gl.glEnd.assert_not_called()
gl.glDisable.assert_not_called()
gl.glUnbindTexture.assert_not_called()
gl.glDeleteTexture.assert_not_called()
gl.glDisable.assert_not_called()
def test_frosted_glass_enabled():
with patch("src.gui_2.imgui"):
with patch("src.gui_2.BlurPipeline") as mock_blur:
app = App()
app.ui_frosted_glass_enabled = True
app._blur_pipeline = mock_blur
mock_blur.return_value = BlurPipeline()
mock_blur.prepare_global_blur.return_value = None
mock_blur.get_blur_texture.return_value = 123
imgui.get_io().display_size = MagicMock(x=800.0, y=600.0)
imgui.get_io().display_framebuffer_scale = MagicMock(x=1.0, y=1.0)
imgui.get_window_draw_list.return_value = MagicMock()
imgui.get_window_pos.return_value = (100, 200)
imgui.get_window_size.return_value = (300, 400)
imgui.get_color_u32.return_value = 0xFFFFFFFF
dl = MagicMock()
imgui.get_window_draw_list.return_value = dl
app._render_frosted_background((100, 200), (300, 400))
mock_blur.get_blur_texture.assert_called_once()
assert dl.add_callback_texture_id.called
assert dl.add_callback_quadsDrawElements.called
imgui.push_texture_id.assert_called()
imgui.pop_texture_id.assert_called()
gl.glEnable.assert_called()
gl.glBlendFunc.assert_called()
gl.glBindTexture.assert_called()
gl.glBegin.assert_called()
gl.glEnd.assert_called()
gl.glDisable.assert_called()
gl.glUnbindTexture.assert_called()
gl.glDeleteTexture.assert_not_called()

View File

@@ -1,89 +0,0 @@
import pytest
import time
from unittest.mock import patch, MagicMock
def test_gui_frosted_background_call():
# Mock ShaderManager and OpenGL functions
with patch("src.gui_2.ShaderManager") as mock_sm_class, \
patch("src.gui_2.gl") as mock_gl, \
patch("src.gui_2.imgui") as mock_imgui, \
patch("src.gui_2.theme") as mock_theme:
mock_sm = mock_sm_class.return_value
mock_sm.blur_tex = 2
mock_theme.get_frosted_glass_enabled.return_value = True
mock_imgui.get_io().display_size = MagicMock(x=1920, y=1080)
from src.gui_2 import App
with patch.object(App, '__init__', return_value=None):
app = App()
app.shader_manager = mock_sm
# Simulate frame
app._render_frosted_background(pos=MagicMock(x=10, y=10), size=MagicMock(x=100, y=100))
# Now it should only call add_image
assert mock_imgui.get_window_draw_list().add_image.called
# It no longer calls these
assert not mock_sm.setup_capture_fbo.called
assert not mock_sm.render_blur.called
assert not mock_sm.capture_begin.called
assert not mock_sm.capture_end.called
def test_gui_global_blur_call():
with patch("src.gui_2.ShaderManager") as mock_sm_class, \
patch("src.gui_2.imgui") as mock_imgui, \
patch("src.gui_2.theme") as mock_theme, \
patch("src.gui_2.bg_shader") as mock_bg:
mock_sm = mock_sm_class.return_value
mock_theme.get_frosted_glass_enabled.return_value = True
mock_theme.is_nerv_active.return_value = False
mock_imgui.get_io().display_size = MagicMock(x=1920, y=1080)
mock_bg.get_bg.return_value = MagicMock(enabled=False)
from src.gui_2 import App
with patch.object(App, '__init__', return_value=None):
app = App()
app.shader_manager = mock_sm
app.shader_uniforms = {
'frosted_blur_radius': 10.0,
'frosted_tint_intensity': 0.5,
'frosted_opacity': 0.8
}
app.ai_status = "idle"
app.ui_crt_filter = False
app.controller = MagicMock()
app.perf_profiling_enabled = False
app.is_viewing_prior_session = False
app.config = {}
app.project = {}
app.show_windows = {}
app.ui_auto_scroll_comms = False
app._comms_log_dirty = False
app._tool_log_dirty = False
app._pending_comms_lock = MagicMock()
app._pending_comms = []
app.ui_focus_agent = None
app._last_ui_focus_agent = None
app.perf_monitor = MagicMock()
app._process_pending_gui_tasks = MagicMock()
app._process_pending_history_adds = MagicMock()
app._render_track_proposal_modal = MagicMock()
app._render_patch_modal = MagicMock()
app._render_save_preset_modal = MagicMock()
app._render_preset_manager_window = MagicMock()
app._render_tool_preset_manager_window = MagicMock()
app._render_persona_editor_window = MagicMock()
app._last_autosave = time.time()
app._autosave_interval = 60
app._render_custom_title_bar = MagicMock()
app._render_shader_live_editor = MagicMock()
try:
app._gui_func()
except Exception:
pass
assert mock_sm.prepare_global_blur.called

View File

@@ -1,6 +1,172 @@
import pytest import pytest
from unittest.mock import patch, MagicMock from unittest.mock import patch, MagicMock
def test_blur_pipeline_import():
with patch("src.shader_manager.gl") as mock_gl:
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
assert pipeline is not None
assert pipeline.scene_fbo is None
assert pipeline.blur_fbo_a is None
assert pipeline.blur_fbo_b is None
assert pipeline.scene_tex is None
assert pipeline.blur_tex_a is None
assert pipeline.blur_tex_b is None
assert pipeline.h_blur_program is None
assert pipeline.v_blur_program is None
def test_blur_pipeline_setup_fbos():
with patch("src.shader_manager.gl") as mock_gl:
tex_counter = iter([10, 20, 30])
fbo_counter = iter([1, 2, 3])
mock_gl.glGenTextures.side_effect = lambda n: next(tex_counter)
mock_gl.glGenFramebuffers.side_effect = lambda n: next(fbo_counter)
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.setup_fbos(800, 600)
assert mock_gl.glGenFramebuffers.called
assert mock_gl.glGenTextures.called
assert pipeline.scene_fbo is not None
assert pipeline.blur_fbo_a is not None
assert pipeline.blur_fbo_b is not None
def test_blur_pipeline_compile_shaders():
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glCreateProgram.return_value = 100
mock_gl.glCreateShader.return_value = 200
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.compile_blur_shaders()
assert mock_gl.glCreateProgram.called
assert pipeline.h_blur_program is not None
assert pipeline.v_blur_program is not None
def test_blur_pipeline_wide_tap_distribution():
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glCreateProgram.return_value = 100
mock_gl.glCreateShader.return_value = 200
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.compile_blur_shaders()
assert mock_gl.glShaderSource.called
shader_sources = [call.args[1] for call in mock_gl.glShaderSource.call_args_list]
frag_sources = [s for s in shader_sources if 'texture(' in s and 'offset' in s]
assert len(frag_sources) >= 2
for src in frag_sources:
texture_calls = src.count('texture(u_texture')
assert texture_calls >= 11, f"Expected at least 11 texture samples for wide tap distribution, got {texture_calls}"
def test_blur_pipeline_render_deepsea_to_fbo():
with patch("src.shader_manager.gl") as mock_gl:
tex_counter = iter([10, 20, 30])
fbo_counter = iter([1, 2, 3])
mock_gl.glGenTextures.side_effect = lambda n: next(tex_counter)
mock_gl.glGenFramebuffers.side_effect = lambda n: next(fbo_counter)
mock_gl.glCreateProgram.return_value = 300
mock_gl.glCreateShader.return_value = 400
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.setup_fbos(800, 600)
pipeline.compile_deepsea_shader()
pipeline.render_deepsea_to_fbo(800, 600, 0.0)
assert mock_gl.glBindFramebuffer.called
assert mock_gl.glUseProgram.called
assert mock_gl.glDrawArrays.called
def test_blur_pipeline_deepsea_shader_compilation():
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glCreateProgram.return_value = 500
mock_gl.glCreateShader.return_value = 600
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.compile_deepsea_shader()
assert mock_gl.glCreateProgram.called
assert pipeline.deepsea_program is not None
def test_blur_pipeline_prepare_blur():
with patch("src.shader_manager.gl") as mock_gl:
mock_gl.glGenFramebuffers.return_value = None
mock_gl.glGenTextures.return_value = None
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.scene_fbo = 1
pipeline.scene_tex = 10
pipeline.blur_fbo_a = 2
pipeline.blur_tex_a = 20
pipeline.blur_fbo_b = 3
pipeline.blur_tex_b = 30
pipeline.h_blur_program = 100
pipeline.v_blur_program = 101
pipeline.prepare_blur(800, 600, 0.0)
assert mock_gl.glBindFramebuffer.called
assert mock_gl.glUseProgram.called
def test_blur_pipeline_prepare_global_blur():
with patch("src.shader_manager.gl") as mock_gl:
tex_counter = iter([10, 20, 30])
fbo_counter = iter([1, 2, 3])
mock_gl.glGenTextures.side_effect = lambda n: next(tex_counter)
mock_gl.glGenFramebuffers.side_effect = lambda n: next(fbo_counter)
mock_gl.glCreateProgram.return_value = 100
mock_gl.glCreateShader.return_value = 200
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.setup_fbos(800, 600)
pipeline.compile_deepsea_shader()
pipeline.compile_blur_shaders()
pipeline.prepare_global_blur(800, 600, 0.0)
assert mock_gl.glBindFramebuffer.called
assert mock_gl.glUseProgram.called
assert mock_gl.glViewport.called
blur_tex = pipeline.get_blur_texture()
assert blur_tex is not None
assert blur_tex == 30
def test_blur_pipeline_high_dpi_scaling():
with patch("src.shader_manager.gl") as mock_gl:
tex_counter = iter([10, 20, 30])
fbo_counter = iter([1, 2, 3])
mock_gl.glGenTextures.side_effect = lambda n: next(tex_counter)
mock_gl.glGenFramebuffers.side_effect = lambda n: next(fbo_counter)
mock_gl.glCreateProgram.return_value = 100
mock_gl.glCreateShader.return_value = 200
mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
fb_scale = 2.0
pipeline.setup_fbos(800, 600, fb_scale)
assert pipeline._fb_width == (800 * int(fb_scale)) // 4
assert pipeline._fb_height == (600 * int(fb_scale)) // 4
assert pipeline._fb_scale == int(fb_scale)
def test_blur_pipeline_cleanup():
with patch("src.shader_manager.gl") as mock_gl:
from src.shader_manager import BlurPipeline
pipeline = BlurPipeline()
pipeline.scene_fbo = 1
pipeline.blur_fbo_a = 2
pipeline.blur_fbo_b = 3
pipeline.scene_tex = 10
pipeline.blur_tex_a = 20
pipeline.blur_tex_b = 30
pipeline.h_blur_program = 100
pipeline.v_blur_program = 101
pipeline.cleanup()
assert mock_gl.glDeleteFramebuffers.called
assert mock_gl.glDeleteTextures.called
assert mock_gl.glDeleteProgram.called
def test_shader_manager_initialization_and_compilation(): def test_shader_manager_initialization_and_compilation():
# Import inside test to allow patching OpenGL before import if needed # Import inside test to allow patching OpenGL before import if needed
# In this case, we patch the OpenGL.GL functions used by ShaderManager # In this case, we patch the OpenGL.GL functions used by ShaderManager

View File

@@ -3,48 +3,33 @@ from unittest.mock import MagicMock
from src import theme_2 as theme from src import theme_2 as theme
def test_theme_apply_sets_rounding_and_padding(monkeypatch): def test_theme_apply_sets_rounding_and_padding(monkeypatch):
# Mock imgui # Mock imgui
mock_style = MagicMock() mock_style = MagicMock()
mock_imgui = MagicMock() mock_imgui = MagicMock()
mock_imgui.get_style.return_value = mock_style mock_imgui.get_style.return_value = mock_style
mock_imgui.ImVec2.side_effect = lambda x, y: (x, y) mock_imgui.ImVec2.side_effect = lambda x, y: (x, y)
monkeypatch.setattr(theme, "imgui", mock_imgui) monkeypatch.setattr(theme, "imgui", mock_imgui)
# Call apply with the default palette # Call apply with the default palette
theme.apply("ImGui Dark") theme.apply("ImGui Dark")
# Verify subtle rounding styles # Verify subtle rounding styles
assert mock_style.window_rounding == 6.0 assert mock_style.window_rounding == 6.0
assert mock_style.child_rounding == 4.0 assert mock_style.child_rounding == 4.0
assert mock_style.frame_rounding == 4.0 assert mock_style.frame_rounding == 4.0
assert mock_style.popup_rounding == 4.0 assert mock_style.popup_rounding == 4.0
assert mock_style.scrollbar_rounding == 12.0 assert mock_style.scrollbar_rounding == 12.0
assert mock_style.grab_rounding == 4.0 assert mock_style.grab_rounding == 4.0
assert mock_style.tab_rounding == 4.0 assert mock_style.tab_rounding == 4.0
# Verify borders # Verify borders
assert mock_style.window_border_size == 1.0 assert mock_style.window_border_size == 1.0
assert mock_style.frame_border_size == 1.0 assert mock_style.frame_border_size == 1.0
assert mock_style.popup_border_size == 1.0 assert mock_style.popup_border_size == 1.0
# Verify padding/spacing # Verify padding/spacing
assert mock_style.window_padding == (8.0, 8.0) assert mock_style.window_padding == (8.0, 8.0)
assert mock_style.frame_padding == (8.0, 4.0) assert mock_style.frame_padding == (8.0, 4.0)
assert mock_style.item_spacing == (8.0, 4.0) assert mock_style.item_spacing == (8.0, 4.0)
assert mock_style.item_inner_spacing == (4.0, 4.0) assert mock_style.item_inner_spacing == (4.0, 4.0)
assert mock_style.scrollbar_size == 14.0 assert mock_style.scrollbar_size == 14.0
def test_frosted_glass_enabled_toggle():
theme.set_frosted_glass_enabled(True)
assert theme.get_frosted_glass_enabled() is True
theme.set_frosted_glass_enabled(False)
assert theme.get_frosted_glass_enabled() is False
def test_theme_config_frosted_glass():
config = {"theme": {"frosted_glass_enabled": True}}
theme.load_from_config(config)
assert theme.get_frosted_glass_enabled() is True
new_config = {}
theme.save_to_config(new_config)
assert new_config["theme"]["frosted_glass_enabled"] is True